Castlevania: Portrait of Ruin
Castlevania: Portrait of Ruin
Castlevania: Portrait of Ruin |
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Also known as: Akumajou Dracula: Gallery of Labyrinth (JP) This game has unused animations. |
A direct sequel to Castlevania Bloodlines, Portrait of Ruin takes the "switch a character" gameplay of Dracula's Curse and Dawn of Sorrow's Julius mode and fully fleshes it out.
Contents
1 Leftover Face Debugging Dialog
2 Unused Item Coding
3 Unused Richter Vampire Killer Coding
4 Unused Text
5 Unused Graphics
5.1 Holy Water
5.2 Early Title Menu
5.3 Fake Trevor
5.4 Unused Enemies
5.5 Unused Attack Motion
5.6 Unused Enemy Behavior
6 Leftovers from previous Games
6.1 Dawn of Sorrow Leftovers
6.1.1 Bullet Soul: Axe Armor Level 2 and 3
6.1.1.1 Dawn of Sorrow Axe Armor
6.1.2 Old Boss Intros
6.1.3 Leftover Objects
6.2 Symphony of the Night Leftovers
6.3 Rondo of Blood Leftovers
7 Regional Differences
7.1 Typos
7.2 Glitch Fixes
Leftover Face Debugging Dialog
Of course, Portrait of Ruin wouldn't be complete without, well, portraits. And not only do you have the actual painting in the game, you have, of course, face portraits too. At some point during development, they had a script of dialog that would basically cycle through each and every face graphic. If you notice carefully, "ka," "ge," "ma," and "sa" are cycled through each message. When put all together you get "Kagemasa" (Kozuki) who is the current chairman and CEO of Konami.
The complete text dump for both English and Japanese versions:
English | Japanese |
---|---|
{NAME 0x00}{PORTRAIT 0x00}kan {WAITINPUT}{NEWCHAR}{NAME 0x00}{PORTRAIT 0x01}gen {WAITINPUT}{NEWCHAR}{NAME 0x00}{PORTRAIT 0x02}man {WAITINPUT}{NEWCHAR}{NAME 0x00}{PORTRAIT 0x03}san {WAITINPUT}{NEWCHAR}{NAME 0x00}{PORTRAIT 0x04}kan {WAITINPUT}{NEWCHAR}{NAME 0x00}{PORTRAIT 0x05}gen {WAITINPUT}{NEWCHAR}{NAME 0x00}{PORTRAIT 0x06}man {WAITINPUT}{NEWCHAR}{NAME 0x00}{PORTRAIT 0x07}san {WAITINPUT}{NEWCHAR}{NAME 0x00}{PORTRAIT 0x08}kan {WAITINPUT}{NEWCHAR}{NAME 0x00}{PORTRAIT 0x09}gen {WAITINPUT}{NEWCHAR}{NAME 0x01}{PORTRAIT 0x0A}man {WAITINPUT}{NEWCHAR}{NAME 0x01}{PORTRAIT 0x0B}san {WAITINPUT}{NEWCHAR}{NAME 0x01}{PORTRAIT 0x0C}kan {WAITINPUT}{NEWCHAR}{NAME 0x01}{PORTRAIT 0x0D}gen {WAITINPUT}{NEWCHAR}{NAME 0x01}{PORTRAIT 0x0E}man {WAITINPUT}{NEWCHAR}{NAME 0x01}{PORTRAIT 0x0F}san {WAITINPUT}{NEWCHAR}{NAME 0x01}{PORTRAIT 0x33}kan {WAITINPUT}{NEWCHAR}{NAME 0x01}{PORTRAIT 0x34}gen {WAITINPUT}{NEWCHAR}{NAME 0x01}{PORTRAIT 0x35}man {WAITINPUT}{NEWCHAR}{NAME 0x03}{PORTRAIT 0x10}man {WAITINPUT}{NEWCHAR}{NAME 0x03}{PORTRAIT 0x11}san {WAITINPUT}{NEWCHAR}{NAME 0x03}{PORTRAIT 0x12}kan {WAITINPUT}{NEWCHAR}{NAME 0x03}{PORTRAIT 0x13}gen {WAITINPUT}{NEWCHAR}{NAME 0x03}{PORTRAIT 0x14}man {WAITINPUT}{NEWCHAR}{NAME 0x03}{PORTRAIT 0x15}san {WAITINPUT}{NEWCHAR}{NAME 0x04}{PORTRAIT 0x16}kan {WAITINPUT}{NEWCHAR}{NAME 0x04}{PORTRAIT 0x17}gen {WAITINPUT}{NEWCHAR}{NAME 0x04}{PORTRAIT 0x18}man {WAITINPUT}{NEWCHAR}{NAME 0x04}{PORTRAIT 0x19}san {WAITINPUT}{NEWCHAR}{NAME 0x04}{PORTRAIT 0x1A}kan {WAITINPUT}{NEWCHAR}{NAME 0x05}{PORTRAIT 0x1B}gen {WAITINPUT}{NEWCHAR}{NAME 0x05}{PORTRAIT 0x1C}man {WAITINPUT}{NEWCHAR}{NAME 0x05}{PORTRAIT 0x1D}san {WAITINPUT}{NEWCHAR}{NAME 0x05}{PORTRAIT 0x1E}kan {WAITINPUT}{NEWCHAR}{NAME 0x05}{PORTRAIT 0x1F}gen {WAITINPUT}{NEWCHAR}{NAME 0x05}{PORTRAIT 0x20}man {WAITINPUT}{NEWCHAR}{NAME 0x05}{PORTRAIT 0x21}san {WAITINPUT}{NEWCHAR}{NAME 0x05}{PORTRAIT 0x22}kan {WAITINPUT}{NEWCHAR}{NAME 0x05}{PORTRAIT 0x23}gen {WAITINPUT}{NEWCHAR}{NAME 0x06}{PORTRAIT 0x24}man {WAITINPUT}{NEWCHAR}{NAME 0x06}{PORTRAIT 0x25}san {WAITINPUT}{NEWCHAR}{NAME 0x06}{PORTRAIT 0x26}kan {WAITINPUT}{NEWCHAR}{NAME 0x06}{PORTRAIT 0x27}gen {WAITINPUT}{NEWCHAR}{NAME 0x06}{PORTRAIT 0x28}man {WAITINPUT}{NEWCHAR}{NAME 0x06}{PORTRAIT 0x29}san {WAITINPUT}{NEWCHAR}{NAME 0x07}{PORTRAIT 0x2A}kan {WAITINPUT}{NEWCHAR}{NAME 0x07}{PORTRAIT 0x2B}gen {WAITINPUT}{NEWCHAR}{NAME 0x07}{PORTRAIT 0x2C}man {WAITINPUT}{NEWCHAR}{NAME 0x07}{PORTRAIT 0x2D}san {WAITINPUT}{NEWCHAR}{NAME 0x07}{PORTRAIT 0x2E}kan {WAITINPUT}{NEWCHAR}{NAME 0x07}{PORTRAIT 0x2F}gen {WAITINPUT}{NEWCHAR}{NAME 0x08}{PORTRAIT 0x30}man {WAITINPUT}{NEWCHAR}{NAME 0x09}{PORTRAIT 0x31}san {WAITINPUT}{NEWCHAR}{NAME 0x09}{PORTRAIT 0x32}kan {WAITINPUT}{NEWCHAR} | {NAME 0x0000}{PORTRAIT 0x0000}ふつうn {WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0001}びしょうn {WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0002}つよきn {WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0003}おどろきn {WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0004}いかりn {WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0005}かなしいn {WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0006}あきれn {WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0007}すまないn {WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0008}よろこびn {WAITINPUT}{NEWCHAR}{NAME 0x0000}{PORTRAIT 0x0009}しょんぼりn {WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x000A}ふつうn {WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x000B}ほほえみn {WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x000C}つよきn {WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x000D}ふれくされn {WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x000E}おどろきn {WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x000F}かんがえn {WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x0033}しんけんn {WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x0034}こまるn {WAITINPUT}{NEWCHAR}{NAME 0x0001}{PORTRAIT 0x0035}おこるn {WAITINPUT}{NEWCHAR}{NAME 0x0003}{PORTRAIT 0x0010}ふつうn {WAITINPUT}{NEWCHAR}{NAME 0x0003}{PORTRAIT 0x0011}ふせめn {WAITINPUT}{NEWCHAR}{NAME 0x0003}{PORTRAIT 0x0012}あんどn {WAITINPUT}{NEWCHAR}{NAME 0x0003}{PORTRAIT 0x0013}はっとするn {WAITINPUT}{NEWCHAR}{NAME 0x0003}{PORTRAIT 0x0014}くるしみn {WAITINPUT}{NEWCHAR}{NAME 0x0003}{PORTRAIT 0x0015}さけびn {WAITINPUT}{NEWCHAR}{NAME 0x0004}{PORTRAIT 0x0016}ふつうn {WAITINPUT}{NEWCHAR}{NAME 0x0004}{PORTRAIT 0x0017}うたがうn {WAITINPUT}{NEWCHAR}{NAME 0x0004}{PORTRAIT 0x0018}あわてn {WAITINPUT}{NEWCHAR}{NAME 0x0004}{PORTRAIT 0x0019}かおいろn {WAITINPUT}{NEWCHAR}{NAME 0x0004}{PORTRAIT 0x001A}ほっとするn {WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x001B}ふつうn {WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x001C}いかりn {WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x001D}こんわくn {WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x001E}さけびn {WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x001F}ひろうn {WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x0020}ひろう2n {WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x0021}かいわn {WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x0022}さけび2n {WAITINPUT}{NEWCHAR}{NAME 0x0005}{PORTRAIT 0x0023}ひろう3n {WAITINPUT}{NEWCHAR}{NAME 0x0006}{PORTRAIT 0x0024}ふつうn {WAITINPUT}{NEWCHAR}{NAME 0x0006}{PORTRAIT 0x0025}しんぱいn {WAITINPUT}{NEWCHAR}{NAME 0x0006}{PORTRAIT 0x0026}さけびn {WAITINPUT}{NEWCHAR}{NAME 0x0006}{PORTRAIT 0x0027}かんがえn {WAITINPUT}{NEWCHAR}{NAME 0x0006}{PORTRAIT 0x0028}しんけんn {WAITINPUT}{NEWCHAR}{NAME 0x0006}{PORTRAIT 0x0029}さけび2n {WAITINPUT}{NEWCHAR}{NAME 0x0007}{PORTRAIT 0x002A}ふつうn {WAITINPUT}{NEWCHAR}{NAME 0x0007}{PORTRAIT 0x002B}わらいn {WAITINPUT}{NEWCHAR}{NAME 0x0007}{PORTRAIT 0x002C}あせりn {WAITINPUT}{NEWCHAR}{NAME 0x0007}{PORTRAIT 0x002D}しぼうn {WAITINPUT}{NEWCHAR}{NAME 0x0007}{PORTRAIT 0x002E}いかりn {WAITINPUT}{NEWCHAR}{NAME 0x0007}{PORTRAIT 0x002F}げきどn {WAITINPUT}{NEWCHAR}{NAME 0x0008}{PORTRAIT 0x0030}ふつうn {WAITINPUT}{NEWCHAR}{NAME 0x0009}{PORTRAIT 0x0031}ふつうn {WAITINPUT}{NEWCHAR}{NAME 0x0009}{PORTRAIT 0x0032}くるしみn {WAITINPUT}{NEWCHAR} |
Note they changed the Japanese expression name to the "Kagemasa" name placeholders in English.
Unused Item Coding
Mp Max Up | Hp Max Up |
---|---|
The "HP Max Up" and "MP Max Up" items are normally used immediately after picking them up. However, fully-functional inventory versions exist, which can be accessed with the Action Replay code 02111BFC 99999999.
Unused Richter Vampire Killer Coding
Richter's Vampire Killer is coded in the game and functions properly, but is also left unused for some reason. It can be accessed by using the Action Replay code 02111C30 99999999. The description is the same as the usual "true-power-released" Vampire Killer whip.
Richter's Vampire Killer works properly, but looks somewhat odd when used by Jonathan, partly because it appears just below his hand.
Unused Text
Tori
In the game ROM, the text "Tori"("とり" in Japanese ROM) refers to Maria's Dove attack (stored in Weapon slot in the game's memory). In the Japanese ROM it has a description written as "まりあ" (Maria) though in the English ROM the description simply copied its name as one.
- Side note: When Tori is equipped by Jonathan the default value of weapon swing animation is 03 (heavy weapon) though 02 (long sword) is more suitable in animation-wise.
ANOTHER MODE
Presumably a scrapped alternate mode that you once could use different characters from both Richer/Maria team and Stella/Loretta team. Or (possibly) an early name of Old Axe Armor mode.
English
Deutsch
Français
Italiano
Español
Texts for a (possibly) language switch option are present in the game ROM of US version.
English | Japanese |
---|---|
The Lost Village Wizardry Lab Garden of Madness The Dark Chapel Demon Guest House Condemned Tower Mine of Judgment Cursed Clock Tower Subterranean Hell Silenced Ruins The Pinnacle The Abyss Gloomy Memories Echoes Of Darkness Dark Clouds Pitch Black Intrusion Dracula's Tears Platinum Moonlight After Confession Demon Guest House Condemned Tower Cursed Clock Tower Subterranean Hell Vampire Killer The Pinnacle Underground Melodies The Abyss Game Over Black Shudder Evil invitation Into The Dark Night Scarlet Battle Soul Portal To Dark Bravery Piercing Battle Fury Illusionary Song Equipment's Tale A Fleeting Respite After Battle - Blue Memories - Momentary Moonlight The Beginning Bloody Tears | 翳りある記憶 闇の響き 暗雲 漆黒の進攻 ドラキュラの涙 プラチナ色の月夜 懺悔の後に 妖魔迎賓館 罪人の塔 呪縛の時計塔 地下冥府 VAMPIRE KILLER 悪魔城最上階 地下室のメロディー 深淵 ゲームオーバー 黒の戦慄 魔の誘い 闇夜の激突 緋の闘魂 闇凛の大扉 尖白の闘志 幻想的舞曲 装具の話 束の間の安らぎ 戦いの後に〜蒼の回想〜 終曲〜透深月夜〜 BEGINNING BLOODY TEARS |
Pointer 4BE to 4E6 (4BA to 4D6 in Japanese ROM) are Song (and area) names in Dawn of Sorrow. Portal To Dark Bravery ("闇凛の大扉" in Japanese ROM) track is used in the game, but the rest are not used.
Unused Graphics
Not as interesting as leftovers from recycled graphics, but there's still something shiny.
Holy Water
There're evidences that Holy Water would be using a different NES-style flame for non-mastered version, but was eventually abandoned for final.
- Fake Raplh/Trevor uses a similar one to the smaller Holy Water flame but the palette is grey-ish and the flame is taller.
This is probably the bigger (mastered) version of Holy Water flask but never actually used in-game. Final game uses version 1 (the smaller flask) instead.
B-U-T, this particular frame was actually used in a preview video of early gameplay - for placeholder graphics of relic pickups!
Early Title Menu
There're evidence that the secret modes are originally meant to be selectable in title menu (Dawn of Sorrow style), but since the game engine had been updated to the newer one used in final they are no longer needed and abandoned.
Sprite version of Richter Mode selection graphic.
Sprite version of Sister Mode selection graphic.
Sprite version of the mysterious "Another Mode" selection graphic, misspelled. It's yet another evidence of "Another Mode" itself did exist at one point but being abandoned/replaced by Old Axe Armor mode fairly early.
Fake Trevor
Fake Ralph/Trevor never had an exclamatory mark following partner's action in this game, nor in Symphony of the Night.
A bone made tomahawk-like weapon. Probably intended for Axe sub-weapon for Fake Ralph/Trevor. Even in Symphony of the Night it didn't make an appearance.
Unused Enemies
Ruler Sword/Spectral Sword's graphic data has a strange rope-rod-like weapon that can't be seen in the final version. The grey-ish palette is the closest palette possible for it.
Unused Attack Motion
Richter has an unused air dive kick attack that already has its hitbox properties, but didn't make its debut until Harmony of Despair.
- Even force double jump-air dive kick motion available for Richter, the game can't load this air dive kick graphic and uses graphics of spinning kick (→, ↓, ←, → + Y) instead, meaning further in-depth hack is needed to replace the misplaced graphic pointer + animation of air dive kick to the correct one.
- If proper animation of air dive kick is loaded, the air dive kick move works just as it should, but the leg has rather strange hitbox behavior which makes Richter hard to escape safely from enemies after the hit. This is because the attacking animation itself is executed wrongly; the animation set will load what should be the graphic of start up sprite
thus Richter's leg would retreat after a kick instead of always stretching to its full length when performing air dive kick from high.
- The air dive kick also didn't have a straight down variant, which is probably the another reason of it being abandoned: it's still not polished enough to pass the final cut.
- The back flip counts as a successful double jump thus player can execute air dive kick during back flip animation should the air dive kick being restored.
Lerajie's unused shooting variant; it's actually a leftover from the preview video mentioned above, though she never shoots bullets without an arc in the final game.
Unused Enemy Behavior
Razor Bat retains the spawner version variant form Rondo of Blood and uses the exact same speed as in Rondo. This may cause it extremely hard to avoid its blade attacks so the reason it got abandoned is probably because balance concerns.
Leftovers from previous Games
A huge portion of leftovers from previous Castlevania games.
Dawn of Sorrow Leftovers
Bullet Soul: Axe Armor Level 2 and 3
The Game contains a leftover of Bullet Soul: Axe Armor (Level 2) from Castlevania: Dawn of Sorrow. It can be accessed in the Japanese version (NDS-0676) by using Action Replay code below:
94000130 000003FB |
Use the code and press SELECT in-game will make Bullet Soul: Axe Armor (Level 2) appear as Richter's Axe sub-weapon.
Compared with it, the normal Richter Axe sub-weapon sprite, and the Level 1/Level 2 forms Bullet Soul: Axe Armor in Dawn of Sorrow, it strongly supports a theory that Richter's version was borrowed directly from Dawn of Sorrow, and even the abandoned (old/DoS system) leveling system was not deleted.
Julius in Dawn of Sorrow, actually, also borrowed Bullet Soul: Axe Armor for his Axe sub-weapon. Probably it was not cleaned up in the converting process of data from game to game, or they would never bother clean them up.
Here's a text dump comparison below:
English Name | Japanese Name | English Description | Japanese Description | |
---|---|---|---|---|
Old Axe Armor's "Pupper Master" Sub-weapon | Puppet Master | パペットマスター | Throw a puppet and switch places with it. | 投げた人形と位置を入れ替える |
Richter's Axe Sub-weapon | Axe | アックスアーマー | Throw an axe upwards. | 上方に斧を投げる |
Richter's Cross Sub-weapon | Cross | 十字架 | A holy cross that dispels evil | J |
Richter's Grand Cross | Cross | グランドクルス | J | J |
Richter's Holy Water Sub-weapon | Holy Water | 聖水 | Blessed water that wards off evil. | J |
Maria's Seiryu Sub-weapon | Seiryu | せいりゅう | M | M |
Maria's Suzaku Sub-weapon | Suzaku | すざく | M | M |
Maria's Byakko Sub-weapon | Byakko | びゃっこ | M | M |
Maria's Genbu Sub-weapon | Gnebu | げんぶ | M | M |
Jonathan's Axe Sub-weapon | Axe | おの | A throwing axe that is especially effective against targets overhead. | 対空用の手投げ斧 |
Jonathan's Cross Sub-weapon | Cross | クロス | A holy cross that dispels evil. | 邪を払う聖なる十字架 |
Richter's Holy Water Sub-weapon | Holy Water | せいすい | Blessed water that wards off evil. | 魔よけ効果の高い、清められた水 |
...All sub-weapons/soul abilitles borrowed from Dawn of Sorrow, included Julius mode-only sub-weapons, had their description/name untouched, but some may have updated in English text in order to match the description of existing version (?) - Jonathan's sub-weapon.
Maria, on the other hand, used capital M for description placeholder like how capital J was intended for Richter's sub-weapon - which are - actually borrowed from Dawn of Sorrow Julius (!)
- Richter's Axe sub-weapon can be edited through editing tools as an enemy drop/pickup thus can be equipped by Jonathan. If any of skill point need to reach mastered skill are set, Richter's Axe sub-weapon will change its form to Dawn of Sorrow Bullet Soul Axe Armor Level 2 after you mastered the skill, just like the regular Axe sub-weapon.
- The default evolution degree of "Axe Armor Bullet Soul's" damage is the same as Jonathan's regular Axe sub-weapon thus can deal abnormally high damage output to enemies with slash weaknesses or has large body frames.
- All three levels of Bullet Soul: Axe Armor are stored along with other leftover graphics of Dawn of Sorrow Bullet Souls, even a single frame of Soma is along with them!
Dawn of Sorrow Axe Armor
The folder sc/f_axe00.dat-sc/f_axe01.dat contains graphics of Dawn of Sorrow Axe Armor! It could be anything... it would be intended for a "legit" method to obtain Richter's Axe sub-weapon, or it was just added by accident because its soul ability was there; or it's just they forgot to remove the old Dawn of Sorrow version of Axe Armor enemy.
Old Boss Intros
Intros of Balore and Zephyr from Dawn of Sorrow remains in the game data should player hack them in a more-than-two-screen length room in anywhere other than Nest of Evil through map editor tools, and set their Var A value as 01.
- When the Var A value of Dawn of Sorrow bosses is set to 01, the game will read their variant in Dawn of Sorrow story mode thus may made glitches when placed them to one-screen length rooms.
Leftover Objects
A leftover road blocker object from Dawn of Sorrow, redrawn but didn't get an appearance in the final game. Intended for work in progress demo version.
- There's a preview of early gameplay that actually used this blockade!
- When the blockade object is restored in-game through editing tools, it blocks movement path of both player and enemies that obeys physics as the game reads blockade as solid wall.
The Dawn of Sorrow style wooden wall included within road blocker object graphics.
A single frame of Soma's Bat Company Morph from Dawn of Sorrow is left within the graphic data of Owl Morph for some reason.
Leftover destructible objects from Dawn of Sorrow Castle Top Floor.
- Though Mimic did appear in this game, an ordinary variant of Mimic's treasure chest is not included in-game.
Symphony of the Night Leftovers
Hidden within the graphical data for Amducias are graphics for the Discus Lord from Symphony of the Night. The enemy has two animations for idling and throwing his discus.
- Hitbox properties intact.
Legion's old "berserk mode" laser attack from Symphony of the Night after all corpse parts removed.
Malachi's graphic data contains his old Symphony of the Night fog effect leftover.
A single frame of Owl from Symphony of the Night. Owl didn't appear in the DS title until Order of Ecclesia.
Minotaur still has his Symphony of the Night Blocking animation as a boss.
Richter still has most of his Rondo of Blood graphics in the ROM, including go up/down stairs, attacking on the stairs.
Technical explanations:
- The 2D Castlevania games from Symphony of the Night to Order of Ecclesia all treats stairs like ramps for character's mechanisms (excluding Harmony of Dissonance since that game uses specified NES-era mechanisms for Simon and then re-uses specified NES-era graphics for Simon's animation going up/down stairs).
- The new Portrait of Ruin system defaults Richter's moving animation to running (excluding when Richter is moving the pot in Keremet fight; the pushing animation uses walking animation graphic from Rondo of Blood and Symphony of the Night but the Keremet fight room didn't have stairs. It's because even in Symphony of the Night Richter's pushing-boxes animation is treated as walking animation.)
- Richter's graphics didn't get a total overhaul following the system moving to DS.
- Despite all the old Rondo of Blood sprite are in the ROM, the animation set is incomplete (lacking animation set when walking down stairs).
Complete sprite dump of Richter.
Richter's unused Symphony of the Night punching/power-up animation.
Richter's Symphony of the Night power-up animation used when he's about to power-up his whip to flame whip.
- Animation set is still in the ROM but left unused.
Richter's Knife Item Crash Animation is still in the ROM, but Richter never uses Item Crash excluding (the sub-weapon version recycled from Dawn of Sorrow Julius) Grand Cross.
Rondo of Blood Leftovers
Old Axe Armor's graphic data contains his shield from Rondo of Blood but never used in-game.
- Hitbox properties intact.
Minotaur's graphic data contains his old boss intro from Rondo of Blood but never used due to he doesn't appear in this game as a boss.
The graphic data of Frankenstein's Creature contains his old stone debris attack from Rondo of Blood but never used since all his attacks are upgraded for the new game engine.
- Hitbox properties intact.
Mummy Man still has his old Rondo of Blood bondage attack in the ROM but it's actually modified in this game to be a heat seeking bondage attack.
Along with Razor Bat's graphics assets the leftover graphics of Rondo of Blood Stage 7 map chip are hidden.
A portion of Rondo of Blood Camilla boss room graphics is stored along with Laura's graphics. All original Rondo of Blood palette intact.
Regional Differences
Typos
US | Europe |
---|---|
Richter's name was spelled as "RICHITER" on the Japanese and US versions' file select screen (Due to an apparently miss in Japanese-English spelling conversion). This was corrected in the European version, and the Japanese revision.
US | Europe |
---|---|
Charlotte's name was missing an L on the Equip screen (also because Japanese-English spelling transition cases). This was also fixed in the European version and later Japanese revision.
Glitch Fixes
There are several glitches and exploits in Portrait of Ruin in other countries that that got fixed for the European release, and Japanese revision.
Bug | Japanese version | North American version | European version | Japanese revision |
---|---|---|---|---|
Players are able to skip Wind/Eric's congratulatory line about finishing the Quest with the Start button thus can duplicate Wind/Eric's Quest rewards. | Present | Present | Fixed | Fixed |
Players are able to glitch out of the roofs in the Great Stairways by using Rocket Slash - Toad Morph combo. | Present | Present | Fixed | Fixed |
A glitch involving being permanently locked in Death's room when players return to the boss room after beating and skipping the boss' dialogue. | Present | Present | Fixed | Fixed |
An exploitable glitch about carrying over progress (all, including stats, map and even the same save point) to a new level-cap game. | Present | Present | Fixed | Fixed |
Players can active graphical glitch of Cross should Jonathan equip Cross and Charlotte release Spirit of Light (not fully charged, via partner skill button) and then change Charlotte's magic to another one before the light is launched from Charlotte (Thor's Bellow recommended - Not fully charged) then release the magic when the graphic of Cross is on screen. | Present | Present | Present | Fixed |
The Castlevania series | |
---|---|
NES | Castlevania • Castlevania II: Simon's Quest • Castlevania III: Dracula's Curse • Akumajou Special: Boku Dracula-kun |
MSX2 | Vampire Killer |
Arcade | Haunted Castle |
Game Boy | Castlevania II: Belmont's Revenge • Castlevania Legends • Kid Dracula |
SNES | Super Castlevania IV • Dracula X |
Sharp X68000 | Akumajou Dracula |
TurboGrafx-CD | Akumajou Dracula X: Chi no Rondo |
Genesis | Castlevania: Bloodlines (Prototypes) |
PlayStation | Castlevania: Symphony of the Night (Prototype) • Castlevania Chronicles |
Sega Saturn | Akumajou Dracula X: Gekka no Yasoukyoku |
Nintendo 64 | Castlevania • Castlevania: Legacy of Darkness |
Game Boy Advance | Castlevania: Harmony of Dissonance • Castlevania: Aria of Sorrow |
Windows | Konami Collector's Series: Castlevania & Contra |
Nintendo DS | Castlevania: Dawn of Sorrow (Prototype) • Castlevania: Portrait of Ruin • Castlevania: Order of Ecclesia |
PlayStation 2 | Castlevania: Curse of Darkness |
PlayStation Portable | Castlevania: The Dracula X Chronicles (Prototype) |
WiiWare | Castlevania: The Adventure ReBirth |
Xbox 360 / PlayStation 3 | Castlevania: Harmony of Despair |
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piwikTracker.enableLinkTracking();
} catch( err ) {}
if(window.mw){
mw.config.set({"wgBackendResponseTime":278});
}