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Castlevania turned its HUD into a giant spike wall

Bofner

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Castlevania turned its HUD into a giant spike wall

9 957 просмотров · 7 часов назад
Bofner
7,32 тыс. подписчиков
9 957 просмотров · 7 часов назад
Support me on Patreon for exclusive content, demo ROMs and more! Patreon:   / bofner   The Game Boy versions of Castlevania are often overlooked by fans, but Konami took them seriously during their development. New features of the Game Boy hardware, specifically the Window Layer, were already being manipulated in ways that the Game Boy's designers might not have initially intended. This time we take a deep dive into two of my favorite games for the Game Boy, and find out how Konami used what is for all intents and purposes the HUD layer, and turned it into not one, but many different spike walls. Castlevania The Adventure ReBalance: https://www.romhacking.net/hacks/8960/ Movable Window Layer Demo ROM: https://github.com/Bofner/GB-Movable-... ; ---------------------------------------------------------------------------------------------------------------------------------------------------- Support my game development by supporting Steelfinger Studios! https://steelfingerstudios.com/ Itch: https://steelfinger-studios.itch.io/ All of my footage captured on real hardware with official cartridges when possible! Typically a Japanese Super Famicom with JP Super Game Boy and RGB SCART cable and a Sega Mark III with HD Retrovision YPbPr component cables going into an OSSC. Products and resources that make my videos possible: Game Boy Pan Docs: https://gbdev.io/pandocs/ Emulicious for general Game Boy & Sega Master System debugging: https://emulicious.net/ Mesen for Super Game Boy and NES debugging: https://www.mesen.ca/ Aseprite for pixel art and graphics export scripts: https://aseprite.com/ Everdrive flash cart for recording my own demo programs on real hardware: https://krikzz.com/ Custom Mark III Everdrive case design and tutorial:    • Building a Master EverDrive for the Japane...   #castlevania #gameboy #retrogaming #programming #nintendo #programming