Kradakor on DeviantArthttps://www.deviantart.com/kradakor/art/Castlevania-Symphony-of-the-Night-NES-Edition-2-420230968Kradakor

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Castlevania: Symphony of the Night - NES Edition 2

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Second part of my Castlevania SotN demake set.


While I was working on it, I figured that many aspects of the art would be probably impossible on a real NES, like the "loading room", which uses a shiton of different tiles to form the angels, which (I've not counted) probably surpass the 256 tile limit of a normal NES game. I do not care for this, however, as my intention is more to "imitate" the visual style than to obsessively restrict it to hardware limitations. Castlevania III is beautiful, but Symphony of the Night is even more beautiful and detailed. Going for CVIII's graphical system would not be enough.

Even so, I tried being extra careful with palettes and tile sizes, including sprites. This complete set has 20 colors, but each individual image has less than 12. The tiles are ALL 8x8. Of course, the transparency won't allow you to count pixels on some of them.

And that's it. I plan on doing one last set with more iconic moments from Symphony of the Night, including some enemies (maybe one or two bosses) soon.

A cookie for the first one to figure out where are the save and loading rooms located xD

PS: Before anyone points out, Alucard's cape is intended to be a separate sprite, Mega Man style, that can change colors depending on what cape he's wearing.
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DustinHalstead's avatar

It's good to see someone create a excellent looking de-make that actually adheres to the NES limitations (especially when it comes to color palettes). The loading screen could certainly be possible -- however, the cartridge would need an additional mapper chip (mapper 87, CNROM, or the MMC5 that was used in Castlevania 3) to bypass the native, NES restrictions.


MMC5 Information: https://wiki.nesdev.org/w/index.php/MMC5