Dracula X Extended mod patch by paul_met

Well if it's made up entirely with VDP1 sprites it's probably causing a performance drop. Half Transparent sprites can take up to 6x as long to draw as normal sprites. So if there's a bunch of them and they're all overlapping each other it's probably just too much for VDP1 to handle.
every single character is their own sprite.
 
It is enough to turn off HT for a large window with a green background and control problems disappear. But in this case, the window will not be translucent for the sprites in the background.
 
Which is probably why it was meshed originally. So you'd probably need to either deal with the sprites not being blended properly, or keep it as meshes. The only other option would be to move it all to VDP2 and have it do the blending, but that's a lot more involved.
 
Which is probably why it was meshed originally. So you'd probably need to either deal with the sprites not being blended properly, or keep it as meshes. The only other option would be to move it all to VDP2 and have it do the blending, but that's a lot more involved.
another solution is to do what is done with the 8x16 text. Draw to a texture, then present the texture.

Each line could be a sprite, instead of character.
 
One thing I was wondering, would it be possible to adjust the colors for some of the transparent elements? Mainly the Text boxes for items, dialogue, menus, etc. With 50/50 blending turned on the colors appear to be a bit too bright compared wo what colors they should be. Is it possible to darken them so they're not so intensely bright?
 
One thing I was wondering, would it be possible to adjust the colors for some of the transparent elements? Mainly the Text boxes for items, dialogue, menus, etc. With 50/50 blending turned on the colors appear to be a bit too bright compared wo what colors they should be. Is it possible to darken them so they're not so intensely bright?
Window color is determined in the settings. I say get the menu in the shop to read those values.
 
Which is probably why it was meshed originally. So you'd probably need to either deal with the sprites not being blended properly, or keep it as meshes. The only other option would be to move it all to VDP2 and have it do the blending, but that's a lot more involved.
In fact, for the librarian's room, disabling HT visually will have almost no effect. Only the stairs in the background will no longer be visible, but the librarian and Alucard himself are not obscured by the windows. So I think to just turn off HT for all librarian menu windows. It is completely incomprehensible why the stairs in the background were made separately via VDP1, if it could easily be included in the tiles.

One thing I was wondering, would it be possible to adjust the colors for some of the transparent elements? Mainly the Text boxes for items, dialogue, menus, etc. With 50/50 blending turned on the colors appear to be a bit too bright compared wo what colors they should be. Is it possible to darken them so they're not so intensely bright?
The brightness of the colors is due to the CCMD = 1 setting (by default). Otherwise, you will have to set CC ration for each layer. But it will look worse, the colors will become too pale.
 
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It is completely incomprehensible why the stairs in the background were made separately via VDP1, if it could easily be included in the tiles.

I've noticed that a lot throughout the game. Usually when they're sprites they're destructible.

The brightness of the colors is due to the CCMD = 1 setting (by default). Otherwise, you will have to set CC ration for each layer. But it will look worse, the colors will become too pale.

Would actually changing the color itself have any impact? For example would using a darker shade of blue or green for the different menus and text boxes result in a darker looking transparency?
 
I dont seem to be able to skip dialogue scenes

I definitely could not skip the CGI after defeating Shaft before entering the inverted castle

Also, I didnt not know Alucard could run?? Tapping left or right twice makes him run, is that a Saturn feature? Been playing this game since it was released (PS1) and didnt know you could do that lol
 
I dont seem to be able to skip dialogue scenes

I definitely could not skip the CGI after defeating Shaft before entering the inverted castle

Also, I didnt not know Alucard could run?? Tapping left or right twice makes him run, is that a Saturn feature? Been playing this game since it was released (PS1) and didnt know you could do that lol
there is an item that does that. one of the boots
 
I dont seem to be able to skip dialogue scenes

I definitely could not skip the CGI after defeating Shaft before entering the inverted castle

Also, I didnt not know Alucard could run?? Tapping left or right twice makes him run, is that a Saturn feature? Been playing this game since it was released (PS1) and didnt know you could do that lol
Yes, the Godspeed Shoes is a nice adition to the saturn version, sadly it's useless on console because almost everytime you run, the game slows down like crazy lol. On emulators it's fine since there are no slows (thank you inaccurate emulation).
 
I dont seem to be able to skip dialogue scenes

I definitely could not skip the CGI after defeating Shaft before entering the inverted castle
All dialogues and videos can be skipped. Except for the dialogue before and after the battle with Maria (I don't count the final dialogues).
Because it is not part of the inversed castle
What does the ladder in librarian's room have to do with the inverted castle?
Would actually changing the color itself have any impact? For example would using a darker shade of blue or green for the different menus and text boxes result in a darker looking transparency?
I used the darkest blues and greens available.
 

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All dialogues and videos can be skipped. Except for the dialogue before and after the battle with Maria (I don't count the final dialogues).

What does the ladder in librarian's room have to do with the inverted castle?

I used the darkest blues and greens available.
Because the inverted castle uses the same tile set but flipped, and the ladder is not apart of that. That is why it exists as a sprite and not as a tile.
 
OMG its a revelation being able to get straight to the map, thank you!

I noticed a couple of bugs, if you are taking reports.

A few graphic bugs in certain areas, like when lightening strikes at the top of the screen here:



FYI I checked K0Ds build and the original rom and they all display these glitches. Also found it on the main screen where you select Game Start, Sound Test etc
 
Because the inverted castle uses the same tile set but flipped, and the ladder is not apart of that. That is why it exists as a sprite and not as a tile.
The inverted castle does not matter. It would be easy to add some ladder tiles to the existing tileset.
 
The inverted castle does not matter. It would be easy to add some ladder tiles to the existing tileset.
and it is even easier to not have exceptions when rendering a pattern table and just throw in a sprite instead.

You said it was incomprehensible, and I gave you the comprehensible reason behind it lol.
 
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