Castlevania Dracula X (SNES) need help decreasing hit time when hitting enemy.

MathUser

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I just submitted a hack on the main site. One thing I would of liked to add was less invincible time after you hit enemies. That would make enemies take multihits with item crashes. If anyone can help I will add them to the credits on the hack page.

Edit: Heres the hack.

 
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If you had like to add a different invinciblility time for the player just put a breakpoint for write on RAM $DE (Shown in picutre the value at PRG $20616 is the value that represents the time)

Then enemies are sloted and some react different to item crashes. There are subweapon slots in RAM ($600-$900) to view there action and make debuggin easier. Increasing the damage would probably be the easiest way to balance. So would you like to know all the subweapon propertys or do you have intresst in learing how to find it as well? Since you are looking for multiple values to edit item crashes..1.webp
 
Let me make a example with the dagger.. the damage and values seem the same for crash and normal use.

Enemy health is stored in slot+$2e
I did give the enemy a bit more health for testing. (at $12ee)
Hit timer seems to be in slot+$4a (at CPU location 83dba0 you load the value you like for that timer)
This translates to PRG $1dba1,PRG $1dba2 in a unheadered rom. (the 2 bytes are little endian (18 00 = 00 18 frames
As a bonus can you tell me where the damage values are stored?

1.webp))
 
Ive only done that once before and havent done it since. Could you try doubling the values of the subweapons? That sounds like it'd be good. Maybe 2.5 instead of 2, If you can just add the values to the page I could test the values myself. That was a really good idea to make the attack values stronger instead of making the hits connect really fast.
 
probably change subweapon item crashes to do 3 times as much. It takes so many hearts to use it and it doesnt really pay off. Its supposed to make the game more fun, but it doesnt work out that way.
 
A debugger can look overwhelming. But just understanding some parts might help with hacking. Sadly DraX does not use a table but has the values hardcoded in code. So it takes a while to find them.
I will show you the process. I did not learn to debugg in one sitting eather. But if you keep on it stuff start to make sense and it is more fun (less frustrating)

I underlined where it loads the health value from the enemy. Then SBC means substract.. it does this from a other ram location.
Here is the code. You can change the load values in this routine for different effects. Might be intressting to toy around with it. Feel free to share your findings.

I would recommand to try mesen 2.. then setting breakpoints for read/write (in the hex viewer of mesen 2) will bring up this window what tells you the location.

1.webp

Here I changed the 10 to a 1 what will only do 1 damge to the enemy.
If you like to know the PRG offset (headerless rom offset) You can right click in the mesen hex viewer to view it there. (Or use a tool like lunar address that can translate it for you)

The lda 12 there before the next subroutine call is the funny to change. Can you tell me what it does?
 
Don't suppose someone would make a patch to just increase the item crashes. I can't believe the normal attack and item crashes are the same power.
 
Well, I found someone find a 2x strength code. I added it to all my cv dx hacks.

attack 2x
4DA6-4497
 
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