Dracula X Extended mod patch by paul_met

Hello. I came across this for the first time as I didn't realize Saturn modding had come such a long way. I want to say this is a great patch and great effort. I purchased the original game when it came out and played it a ton of times, so with a new reason to play. I downloaded this hack and dove in. I'm not sure if this is the right place to flag this stuff, but wanted to share some things in case another update comes out later down the line for possible further enhancement. I will say that I was playing version 1.1 on mednafen 1.32.1.2064:

- I noticed that water in the fishman area of the great hall uses a form of transparency for water since it's static. Could that effect be replicated for the underground garden? I suppose the cave pools of water are larger so creating a giant transparency might cause slowdown? It makes sense that in areas that animate (like before Scylla) that no much could be done because of the animation aspect.

- Realizing that some enemies flame effects when they die are transparent, I wanted to flag a couple that aren't for consistency: Red Fishmen, Lossoth (lantern guy) and Paranthropus (other black void effects like the Disc Knight and Wraith death use transparency). The Djinns could also benefit from this (it seems like their old effect that had a flashing color during their death and flame projectile attack has been removed).

- Some palettes have converted colors to transparencies. It suggests that the transparency color and the color within the sprite are the same. This is most evident with the Frozen Shade, the light blue that makes the center of her sprite is completely invisible. This also seems to affect her ice spikes. Other enemies that have this issue include Azaghal once he begins to animate, Bone Dragon (the flame effect in his attack has a dark center) and the Guardian Knights in the upside down castle by the great clock (they initially worked at the beginning of the upside down castle phase, but when i returned getting ready to face Dracula, the white in their blue and white fire effects was invisible).

- Dark Octopus effects completely hides the Dark Octopus. I would recommend returning this effect to a dither. Like turning into mist, this effect is too complicated for Saturn limitations.

- I noticed that Azaghal and the Vandal Knight have transparency effects, but the Hunting Girl does not. Something to consider perhaps for consistency.

- Holy water effects for Maria, Richter and Alucard are completely different. Maria's is good with nice transparency, Richter uses Maria's old sprites but have inivisible color issues (would suggest he just use the same sprites as Maria), Alucard's has no transparency effect and could benefit from it for consistency.

- There is an issue that is hard to describe for the Lesser Demon. When you fight him as a boss, the effect for the minions works well. Later in the inverted castle, the "cloning" effect does a weird flicker and then displays at an odd angle.

- For consideration, the super jump effect for Alucard, Maria's healing spell and Richter's power up (when Maria prays for him in the intro battle and during his flame whip) could all use a transparency effect as well.

- Speaking of the Fire whip, it would be cool if it would actually deal more damage when used (I think damage was supposed to be doubled from 32 to 64). It would also be useful if he could force reset his current item so he could default to the flame whip if desired, but that might not be possible in the game engine?

- Two things to flag that are preferences that I know you have addressed before, but adding my voice to them. For the clock tower cloud effect, I am not sure why the effect is now in the front of the screen unlike the original version, but you can clearly see the separation when you look at walls and objects and because if follows Alucard around, it seems worse than the original. Alucard doesn't need to be covered in cloud. It would be more immersive to let the clouds behave as they did before.

- The other thing to comment on is Richter. I understand that you like the new sprite and that it matches the portrait in the dialogue, but I would recommend doing what KnightofDragon did with the portrait for the intro fight. The original Richter sprite is a 7 years younger Richter, so it makes sense that he looks different (like Maria does). The original Saturn version had Richter in his new costume after that point and for the battle with Alucard, so it shows a nice progression. The alternate costume was always selectable for gameplay. Having the old sprite with the transition to the newer sprite is truer to the source material.

- I actually like the translation work you did, even though I understand why people want Japanese voices, or PSX script. I am not one of those people.

Like I said, I really dove in as a fan who never really liked the PS version of the game and played the Saturn game to death. This is a really great hack, and while it sounds like I'm flagging a bunch of stuff, I know you have done way more than these few things. I hope for an update in the future. Cheers to all your hard work. 🙂
 
Hi @paul_met , I have made the missing sprites of Richter in prologo, and changed the position of items quantity.
1741129999425.png


-----------------------Old Menu-------------------------------------------Changed offset-----------------------
1741130006334.png
1741130013600.png


And have found a bug in Fire Shield Palette which was not fixed even in V1.1.

Palette of the Fire Shield and Spell fixed.
----------------------------------------------Ultimate 1.1----------------------------------------------------------
ULTIMATE eng 2025 - Copia-0000.png
ULTIMATE eng 2025 - Copia-0003.png

-----------------------------------------------------FIxed----------------------------------------------------------
ULTIMATE eng 2025-0000.png
ULTIMATE eng 2025-0003.png


My fixed files attached:
 

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Hi @paul_met , I have made the missing sprites of Richter in prologo, and changed the position of items quantity.
View attachment 10581

-----------------------Old Menu-------------------------------------------Changed offset-----------------------
View attachment 10582View attachment 10583

And have found a bug in Fire Shield Palette which was not fixed even in V1.1.

Palette of the Fire Shield and Spell fixed.
----------------------------------------------Ultimate 1.1----------------------------------------------------------
View attachment 10593View attachment 10594
-----------------------------------------------------FIxed----------------------------------------------------------
View attachment 10595View attachment 10596

My fixed files attached:

Thank you for these, I wanted to tackle the missing Richter frames but never got a proper response out of the developers to implement them.
Just to be sure, how do we implement your fixes into the current version of this mod?

I have the bin files ready, but I have never done any Saturn/ISO hacking before, so I'm not sure how I'd go about implementing these fixes.

One last thing, do you happen to know which files have the image data for the logos for the Title Screen and the Loading Screen?
I want to change the logos back to that of the original Symphony of the Night to match the official English naming.

Any kind of help would be greatly appreciated!
 
You can drop the Bin or iso in CDMage 1.02.1 Beta, then replace the files with this tool.
About the logo, you will need to reprogram the color pallete, and compress the logo to Medusa Team compression method.
Is not so easy.

That was invaluable help, and while I haven't really dug through the CHR/PRG files yet to determine which ones are the Logos, this was just what I needed to find out how to replace the voice tracks as well!

The file that contains the entire vocal tracks is SDF0.PCM inside Track1/SD/SDF0.PCM.
In order to open properly open up the audio file in Audacity, we select the option from File -> Import -> Raw data, and select the SDF0.PCM file.
Then, in the following window, we select the following options:
  • Encoding: VOX ADPCM
  • Byte order: Little-endian (althogh I don't think this one matters that much)
  • Channels: 1 Channel (Mono)
  • Start offset: 0
  • Amount to import: 100%
  • Sample rate: 44100 Hz
It should look like this:
1743812997412.png
Then, the file will open, but if you try to play it back, it will sound sped up, so in order to fix that, select the entire track in Audacity, and then go to Effect -> Change Speed -> Speed multiplier: 0.5
That should make the track play in its proper speed, and then you will be able to hear both the Japanese and English vocal tracks!
It's one huge 39 mins track, but rest assured all the lines are there. You can hear the iconic introduction sequence between Richter and Dracula at around 3:22.

With that, we can pretty much grab the PSX track (which I think should be named similarly, and also be one huge track), and replace it with this one if we want this mod to have the original PSX voices.
All that remains would be the text, but that should be the least of worries.

Now I'll focus on finding the Logos in the meanwhile...
If all goes well, I might try to make two different versions of the hack, one with the original SotN logos but with the PSP vocal tracks, and another with SotN Logos and the PSX vocal tracks. I'd just need to find the text for the latter one.
 
That was invaluable help, and while I haven't really dug through the CHR/PRG files yet to determine which ones are the Logos, this was just what I needed to find out how to replace the voice tracks as well!

The file that contains the entire vocal tracks is SDF0.PCM inside Track1/SD/SDF0.PCM.
In order to open properly open up the audio file in Audacity, we select the option from File -> Import -> Raw data, and select the SDF0.PCM file.
Then, in the following window, we select the following options:
  • Encoding: VOX ADPCM
  • Byte order: Little-endian (althogh I don't think this one matters that much)
  • Channels: 1 Channel (Mono)
  • Start offset: 0
  • Amount to import: 100%
  • Sample rate: 44100 Hz
It should look like this:
Then, the file will open, but if you try to play it back, it will sound sped up, so in order to fix that, select the entire track in Audacity, and then go to Effect -> Change Speed -> Speed multiplier: 0.5
That should make the track play in its proper speed, and then you will be able to hear both the Japanese and English vocal tracks!
It's one huge 39 mins track, but rest assured all the lines are there. You can hear the iconic introduction sequence between Richter and Dracula at around 3:22.

With that, we can pretty much grab the PSX track (which I think should be named similarly, and also be one huge track), and replace it with this one if we want this mod to have the original PSX voices.
All that remains would be the text, but that should be the least of worries.

Now I'll focus on finding the Logos in the meanwhile...
If all goes well, I might try to make two different versions of the hack, one with the original SotN logos but with the PSP vocal tracks, and another with SotN Logos and the PSX vocal tracks. I'd just need to find the text for the latter one.
No, the vox plugin is not the appropriate to edit sounds, and I already have replaced the dialogue with ps1 version, I only need to change the dialogs text.
 
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Audacity dont have a IMA adpcm plugin, I used a IMA encoder, 22.000mhz mono.
the prg you can edit with HXD.

I see, I'll try checking what other audio software I can use then.
The PRGs I found sometimes include graphic data, and I found the loading screen graphics inside TITLE.PRG at address 0x9ECC, but I still haven't found its palette.
Although I still have yet to find the palette data for it:

Screenshot from 2025-04-07 10-52-50.png

(For those interested, open TITLE.PRG in Tile Molester, switch to Codec -> 8bpp linear and Mode -> 2-Dimensional, then go to address 0x9ECC, play around with the <- | -> buttons until you get the right width)
I also still have yet to find the main Title Screen graphics and their palette, but at least it's good to have some slight reference as to how to view/edit these files in some shape or form.
I'm looking for the text data as well in the meantime.

EDIT:
I confirmed that the graphics I found are those for the Loading Screen, although the palette for it I haven't found yet.
I managed to import the loading screen graphics from Knight0fDragon's English translation of the game, and while the imported graphics do load, I'm still missing the proper palette so the graphics load correctly.
I'm also still missing the main Title Screen graphics to change it to Castlevania: to Symphony of the Night.
 
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