How Konami programmed Castlevania The Adventure's Moving Spike Wall | Game Boy Explained #gameboy
While many people may not think Castlevania The Adventure is the best entry in the series, for a 1989 DMG Game Boy release, I'd say it's a pretty damn good game, with some really innovative and creative level design! This time we're taking a look at how the programmers at Konami utilized the Game Boy's Window Layer in order to create the moving Spike traps in the 3rd stage of Adventure.
Music: Death Fair - Castlevania The Adventure [Game Boy]
All of my footage captured on real hardware with official cartridges when possible! Typically a Japanese Super Famicom with JP Super Game Boy and and RGB SCART cable going into the OSSC and captured using Elgato HD60S.
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Github repository:
https://github.com/Bofner
Check out my Sega Genesis/Megadrive/Master System game, Space Tonbow!
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Products and resources that make my videos possible:
Game Boy Pan Docs:
https://gbdev.io/pandocs/
Emulicious for general Game Boy & Sega Master System debugging:
https://emulicious.net/
BGB for Super Game Boy debugging:
https://bgb.bircd.org/
Everdrive flash cart for recording my own demo programs on real hardware:
https://krikzz.com/
#castlevania #supergameboy #retro #retrogaming #shorts #youtubeshorts
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