Retro Hackers LogoGuestLog in

Summer Tree
News
Database
Users
Projects
Game Ports
Videos
Music
Material
Feedback

RevEdit (Castlevania II: Belmont's Revenge Level Editor)

Game : Castlevania II: Belmont’s Revenge

Platform : Game Boy

Author : NaOH

Release date : 08 Apr 2023

Category : Level Editors

OS : Windows

Skill Level : Beginner

Version : 1.3

Downloads : 272

Utility description

RevEdit is a level editor for Castlevania II: Belmont's Revenge. It supports entity placement, sublevel layout arrangement, and tile editing. It should be possible to create a complete overhaul hack of Belmont's Revenge using this tool. A playtest feature is included, which pops open an emulator at the specified sublevel, allowing quick iteration on design.

Due to the utility being larger than the 30MB file-size limit for RHDN, the download is linked below.

Download: GitHub.

You can download a pre-built Windows binary with the link above, or you can download the source and run on any operating system that supports Python.

Future Work:

- It should be very simple to modify the editor to allow changing the number of sublevels per level, or the number of levels overall.
- Changing the number of 4x4-tile chunks per level shouldn't be hard either.
- Several of the 8x8-pixel tiles are are loaded differently from the others in each stage; it's not clear yet how or why, but they are displayed as placeholder pink squares. At the very least, they could be displayed as different placeholders.
- Some special 'screens' are used for various entities such as moving spike walls, but there is no GUI support for editing these screens.
- It seems there are a couple bugs still in the exported ROM. The boss of Plant Castle doesn't seem to work correctly.
- The code for Castlevania: Legends seems to be very similar to Castlevania II: Belmont's Revenge in terms of code structure. It may be possible to adapt this editor to support Legends as well.
- Entity graphics for the upcoming sublevel are loaded by the game during door transitions, but so far this has not been dissected. As a result, only some entities are currently properly usable in each sublevel.
- Similarly, the playtest feature results in some buggy entity graphics when starting at sublevel 2 or later. (If the previous bullet is resolved, this might be easier to figure out.)

All of these seem like fairly simple problems to solve, and there are work-arounds in the mean-time. Please contact the author for assistance if needed.

Reviews

No reviews yet...