Apr 29, 2016

Keep Moving - Nothing to See Here!

One of the ways you can tell the Castlevania games had different programmers is the way invincibility was handled. In the original Castlevania, everyone had a simple finite state machine (I love you, Matsuoka!), even the bosses. If someone was to be invincible, the state was negated. This trait didn't exist in later games on the NES, though. In Dracula's Curse, enemies had a status attribute and one of the attributes was for invulnerability. I can't remember if Dracula's Curse had invulnerability for enemies, but the negated state didn't exist in it. Perhaps they felt the negative state was too slow of a method over the long run.

Anyway, Nobuhiro Matsuoka's code is typically clean and easy to read once you know the 6502 conventions he uses. As a result, I should be done with transcribing Dracula's code in the next couple days. The big guy has a bit more going on than any of the other bosses, what with his head and body and fireballs and transformation.

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