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战斗力 鹅
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注册时间 2016-5-27
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发表于 2024-11-27 07:06
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解包的内容我放这里
Richter Sprites
Palettes for several alternate color schemes are loaded when playing as or fighting Richter. The green and gray schemes are very similar to the palettes used in Castlevania: Rondo of Blood when he is cursed.
Unused animation of Richter doing some sort of spin jump. This was later used for his double jump in Castlevania: Portrait of Ruin, where he is an unlockable playable character.
Richter doing a spin kick. He later acquired this move in Portrait of Ruin.
Richter doing a sweep kick. Was later used as part of his hidden combo move in Portrait of Ruin minus the last frame, which in that game is actually occupied as an unused air dive kick attack startup that wouldn't make its debut until Castlevania: Harmony of Despair.
Another powerup sort of move of Richter doing punches at the air. It's similar to the animation he uses when powering up his whip and subweapons during the battle against him, but not the same.
A frame of Richter's stair climbing animation from Rondo of Blood and Castlevania: Dracula X. This was likely included by accident, since only a single frame is present and Symphony of the Night treats stairs like ramps.
Unused frames meant for use in the super jump special move. The last four sprites seem to be for after the landing. Portrait of Ruin uses the first four frames for his super jump and the last three for when he's dismissed when playing as Maria.
Frames of Richter getting hit and rolling. These are used in Rondo of Blood and Dracula X when he takes damage from certain enemies (such as the Behemoth), and in Portrait of Ruin as a landing animation when falling from a great height.
These frames seem to show Richter taking elemental damage such as electricity and being frozen in a block of ice. The first frame is used with an electrical overlay when Richter takes damage from certain enemies and obstacles in the Xbox Live Arcade version of the game, hinting at a possible intended use. Despite numerous palettes being loaded into VRAM when playing as Richter, none of them seem to fit the frozen sprite properly. The frozen sprite can actually be seen in-game by glitching Richter into the Lord Dracula battle; it uses his standard palette.
Item Graphics
Two books, one with a hand on the cover and the other with a "?". Can be found alongside the money, sub-weapons, and Life and Heart Max Up graphics.
A rainbow-colored potion. Could be a Magic Max Up potion, since it is found alongside the Life and Heart Max Up graphics.
Debug Tilesets
The complete tileset used in the aforementioned debug area. A number of tiles seen here are not present in the debug area itself, including "ボス" (boss) written in large letters, a red tile with "ドア" (door) written on it, a hunk of meat, and a red orb with "アイテム" (item) written underneath.
A much fancier marble version of the debug area tileset, found at the top of the tileset used in the center of the castle. This tileset features a wider variety of tile types including a candle, elemental symbols, a cracked tile, and the letters S A V E.
The first solid block of this tileset can be seen in the overscan in several areas of the Saturn version, such as the Colosseum. It's likely that the tileset was used to construct the rough outline of each area before the final tilesets were applied.
An evil-looking face and what appears to be a sword thrust into a pile of gold, found in the above tileset. The text at the top reads "ボス" (boss).
Small Cave
Entrance (PS1)
Reverse Entrance (PS1)
Entrance (Saturn)
L2+Up/Down
Toggle No Walls
Hatch Open
(Alucard only)
D0097490 1001
800730A8 0000
D0097490 4001
800730A8 000F D00974A0 0007
80181104 0001
There's a small hatch in the ground at the entrance gate of the castle, which never opens at any point in the game. There is something beneath it, however, and it can be reached via glitches or by using GameShark codes to bypass the hatch. This hidden area consists of a small vertical cave with a save room at the end. Exiting the cave opens the hatch, allowing the area to be revisited normally. However, after visiting the Alchemy Laboratory or the Marble Gallery, the Entrance map is updated, the hatch is closed, and the save room in the cave visually glitches up, as shown above. Despite this, the save point still functions as it should.
The cave also exists in the inverted castle, but that version's hatch can never be opened due to what seems to be a missing helper entity. The inverted area is nearly identical, but has a reddish palette, no water at the "bottom", and a red "CD hall" door in front of the visually-glitched save room. Notably, despite the areas being inaccessible and having no real purpose, they do add a combined 0.6% to your map exploration total, which can increase your percentage past the typical max of 200.6%.
In the Saturn version, the hatch opens automatically after exiting to a new area, and the cave beneath has been modified: The water is no longer present, the exit has been moved about twice as far down, and breakable light posts have been added on some ledges. The save room has been replaced by a "CD hall" load room which leads to the Underground Garden (Hell Garden in the Inverted Castle), an area exclusive to the Saturn version.
(Source: Edricks (no walls code))
Debug Area
A map of the debug area without the randomly-placed tiles.
A debug area can be entered from the title screen with GameShark codes 80097918 0040 800974A0 0040. It consists of the room seen in the screenshot, a load room missing its angel statue entities to the left of it, and eight interconnected double-width rooms to the right of it. Tiles are randomly placed in the small starting room to make a floor and ceiling, and four tiles are placed in each of the eight large rooms.
Exiting the left side of the load room or the bottom-left exit of the large rooms will return the player to the starting room.
(Original debug map rip: Soldjermon)
MENU
[size=0.8em]
0:00
[size=0.8em]
"Hi, I'm Joji Yanami. I'm not a young man anymore. I've done this job for a long time. Eyup. I've done a lot of stupid roles. Man, though, this year has been so hot, I could die. It's way too much... I'm an old man, you see. I can't do anything anymore. It's exhausting. Someone save me, please. It's already September. I think something will come of all this, maybe. Old age is old age. Maybe not, though. Yeah. Well, that's all. See you, then."
This track plays upon entering the starting room of the debug area. It's actually one of the interviews present in the Japanese version, which cannot be accessed normally in the English versions.
Test Areas
There are five test areas. They all consist of the first room from the Marble Gallery repeated thirteen times, and all play the track "Lost Painting".
The area can be entered from the title screen with GameShark codes 80097918 0046 800974A0 0046
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