Hydra Castle Labyrinth Homebrew port [WIP]

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FlorreW
photon blast
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Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#11 » Tue Jan 02, 2018 2:50 pm

Thank you very much !

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VasiliyRS
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Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#12 » Fri Jan 12, 2018 6:15 pm

I finally was able to play it today and the port looks to be working perfect, i have not made it too far (it is not easy game) but everything is looking good: sounds, controls, saving to vmu (even vmu save file has its own icon!), no problems at all. Thanks guys!

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seadart
lithium
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Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#13 » Thu Jan 03, 2019 12:09 am

Just downloaded the port yesterday. The music and saving works. I made it to the Dodo's Den and noticed some white-out squares on one of the screens that I assuming are glitched since they do not match up with the rest of the screen. Does anyone know the controls for the Dreamcast's version? I cannot use sub-weapons such as the axe and cannot fully access the menu.

Edit: I decided to quit playing the Dreamcast version after defeating the Dodo when I realized that you cannot use sub-weapons in it after obtaining the silver bolt. Also the game would occasionally spawn glitched screens and crash. I hope work on the port continues, until then I will enjoy this little gem on the pc.

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Ian Micheal
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Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#14 » Wed Jan 16, 2019 4:22 pm

Very Nice i tryed it out.. Good work
https://www.youtube.com/channel/UCeVCRA ... whHyKp6OsA my youtube channel of my projects running :)

https://discord.gg/ZHb4rCq discord for my projects :)

https://twitter.com/IanMicheal10 Reach me on twitter:)

Source code to my projects
https://github.com/ianmicheal :)

fafadou
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Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#15 » Mon Feb 25, 2019 10:48 am

Same thing I didn't find how to use sub weapon...

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Anthony817
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Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#16 » Tue Feb 26, 2019 1:26 am

I haven't downloaded this version, but I played it on my modded OG Xbox like a year or 2 ago when my DC's were both out of commission. This is a great game for damn sure. Wish we had more homebrew like this. I for one love 2D platformers on the DC despite the system being way more powerful. Volgar the Viking and Cave Story are my top 2 favorites as far as free homebrew is concerned. Indies are different and I am not counting those.
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fafadou
core
Posts: 123

Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#17 » Wed Mar 06, 2019 3:55 am

Yeah very agree with you.

Hope gameblabla can fix it for a perfect release because can't finish it at now...

fafadou
core
Posts: 123

Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#18 » Mon Jan 27, 2020 11:21 am

Hydra castle is patched, the throwing weapons are available and we can finish the game.
https://www.youtube.com/watch?v=qvod685JpKs

There is a gdemu version and a ready tp burn version aroud 700Mo

Thanks to youtbe chanel : "oldschool is beautiful"

Here the sd dreamshell version :
https://mega.nz/#!IrQiSIzB!n7ChWhRgSZOL ... VStuw1rHVs

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megavolt85
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Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#19 » Sat Feb 15, 2020 1:42 am

TODO:
improve input
add lcd support
add vibration support
remove autosave (autosave can kill your VMU)
add save option to menu
replace opus to wav

any ideas?

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Anthony817
Shark Patrol
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Re: Hydra Castle Labyrinth Homebrew port [WIP]

Post#20 » Sat Feb 15, 2020 1:55 am

Are you taking over this port? Wow awesome!

Spasibo!

As for ideas, I have none. Is there already a scanline option? If so, I have no other ideas sadly.
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