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Imp 1.0

Original game : Demon's Crest

Platform : SNES

Author : Rootrick

Release date : 01 January 2021

Category : Improvement

Patch version : 1.0

Modifications : G, T, P

Downloads : 2664

ROM Information

Database match: Demon's Crest (USA)
Database: No-Intro: Super Nintendo Entertainment System (v. 20180813-062835)
File/ROM SHA-1: 743D60EE1536B0C7C24DBB8BA39D14ED5937C0D5
File/ROM CRC32: E8236AD2

Hack description

Release of Imp 1.0 patch for No Header Demon's Crest US ROM by Rootrick, no ROM expansion needed.

This project started out much smaller a little over 11-12 years ago. It was to just de-lag the game as much as possible, but some whatifs flew around in the brain so a little bit more ended up being done.

Main
-Stage 5 is always available.
-Phalanx's Fortress is available at the beginning.
-No refights with Hippogriff2, Hippogriff3, Flier2 and Grewon2. Area tiles and transitions changed so it's not just a bunch of empty space to traverse.
-Using magic or a potion will search, from left to right, to find another of the same that was used and equip.
-Use L & R to cycle through Talisman. Checks for Fang aren't made until projectile connects. For example, firing a shot with Fang equipped and switching to Armor won't use Fangs damage, but firing with Armor and switching to Fang before contact will do the double damage.
-Keep your current Crest/Form from stage to stage, but if you want to change back to normal gargoyle(if you know you're going to Trio The Pago mini game for example), hold A during fade out when leaving area to overworld through normal means, select a stage or a Sulfur.
-Hold any button during fade out after beating Phalanx3 at 100% to receive Infinity Crest, skip ending and return to overworld to face Dark Demon, keeping your collected money/potions etc. Also combos with A to revert back to normal gargoyle if you want.
-No collision with jars, only break them with shots or dashing into. Also their priority is changed to appear behind Firebrand while above him so flying underneath doesn't still have them in front.
-Some hazards(Spikes, stage 3 forest tree flames(not the debris), stage 4 branch area 2 membrane jelly stuff, stage 6 branch area 5 snake pits) and drowning do 4 damage up from 1.
-Crown Talisman has an extra ability, find it somewhere in the spell shop.
-Skull Talisman has an extra ability, updated the library description to say so.
-Stage 2 shop doors are always enterable, no need to headbutt, also removed the rock wall outside Stage 2 potion shop, as well as overworld and Stage 2 shops sell the same items.
-Hippogriffs Statue explosion, Flame Lord(Orb) and Holothurion on kill, as well as items picked up that would freeze, no longer freeze Firebrand. Plenty of time to use a Mercury instead of 1 frame.
-Coins changed from 1/5/20 to 3/5/10.
-Jar outside library no longer gives guaranteed big coin.
-Whichever Vellum you first find comes scribed with Shadow, good for the actual first Vellum in Stage 1 for a little help against Hippogriff or Arma1.

Ground Gargoyle
-Dash infinitely.
-Increased dash speed.
-Slower dash speed underwater.
-Reduced dash startup by 7 frames.
-Holding dash while landing from dash jump, dash will continue at top speed unless underwater.
-Air projectile speed increased when dashing at full speed so it can stay in front of you.

Aerial Gargoyle
-Ascend infinitely.

Tidal Gargoyle
-Forward swimming speed increased.
-Instant maximum acceleration & deceleration upon activating swim and turning, but not during attacking.
-Increased jump height leaving water(Always wanted to reach those platforms in Stage 5 without switching forms, that's all.)

Ultimate Gargoyle
-Charge shot time halved, synced so charge is ready after one cycle of animation.
-Charged shot didn't do any extra damage, made it add 2 more damage affected by Fang up to 4. A 50% damage increase against Dark Demon's 1st form vs. a normal shot, and 100% against 2nd form vs. a normal shot.
-Projectile speed increased when dashing at full speed so it can stay in front of you.
-Regardless of Fang equipped or not, a charged shot will destroy Dark Demon's homing orbs.
-Changed the palette.

Potions
-Changed descriptions to save some space(See Spells section), also prices changed.
-Mercury's price, 5 to 7.
-Sulfur's price, 10 to 7.
-Herb's price unchanged(25.)
-Elixir's price, 100 to 50.
-Ginseng's price, 140 to 100.
-Health fill of potions are much faster, also got rid of an extra pause of 63 frames after animation plays.
-Elixir restores 10 health up from 4.

Spells
-Changed descriptions a tad to save some space(Mainly started on this to change Shadow's to not be confusing, but went ahead and cleaned it all up some to make room for the new code), also prices changed.
-Shadow's price, 10 to 15.
-Hold's price unchanged(20.)
-Imp's price, 25 to Lease(Initial price is free.)
-Shock's price, 50 to 45.
-Death's price, 80 to 50.
-Shadow goes through one cycle of animation instead of three, also does 4 damage up from 2.
-Imp does 2 damage up from 1 and charges you money 8 times slower.
-Shock does 10 damage up from 1.
-Death does 10 damage up from 7.

Boss
-Somulo's first form's hp reduced to 3 from 6 like the Japanese version.
-Hippogriff will perform an action every 2 wing flaps instead of 3, outside of liftoff.
-Increased the amount of actions needed before Hippogriff turns back into a statue by 2.
-Increased Holothurion's invulnerable frames by 4.
-Phalanx3's guard properly guards.

Make it a little more risky for getting hit without Armor. Damages(with Time+Armor) almost identical to original: Beam +1, one more health bubble; Lightning&Lava +0.5, half a health bubble more; Orbs identical.
-Phalanx3's Beam: Base 4 to 8; Time/Armor 2 to 4; Time+Armor 1 to 2.
-Lightning: Base 4 to 6; Time/Armor 2 to 3; Time+Armor 1 to 1.5.
-Orb: Base 2 to 4; Time/Armor 1 to 2; Time+Armor 1 to 1.
-Lava: Base 1 to 6; Time/Armor 1 to 3; Time+Armor 1 to 1.5.
-Dark Demon's orb: Base 1 to 4; Time/Armor 1 to 2; Time+Armor 1 to 1.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Weakness changes, SPOILERS for those who like to try these out and figure it out on their own.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Crest Weaknesses
-Ovnunu & Mini Ovnunu's weaknesses to Claw: 1 to 2.
-Scula(Head&Body)'s weakness to Buster: 1 to 2.
-Flier's weakness to Fire: 1 to 2, and weakness to Air: 3 to 2
-Crawler's weakness to Claw: 1 to 3, and weakness to Time: 5 to 3.
-Holothurion: Fires reduced to 1.
-Grewon's weakness to Time: 10 to 6.
-Phalanx3's weakness to Demon Fire: 3 to 6.

Spell Weaknesses
-Shadow does x3 damage to Flame Lord, and x2 damage to Crawler.
-Hold will freeze Crawler and Phalanx1.
-Imp will now attack: Hippogriff(For fun), Arma1&2, Scula(Head&Body(Hitbox is big enough to hit both at once)), Grewon and Phalanx3's orbs. Imp also does x3 damage to Belth.
-Shock can hit Crawler 3 times if the eye is exposed a 2nd time immediately, Grewon 3 times if there's no late turn and Holothurion 5 times.
-Death does x2 damage to Crawler and x3 damage to Flier. Flier doesn't gain weaknesses immediately, must wait a second or two else the spell will miss!

New Immunities
-Belth immune to Shadow & Death.
-Flame Lord immune to Death.
-Arma3 was given his own immunities separate from Arma1&2, immune to all.
-Phalanx2 immune to all.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Weakness spoilers end.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

De-lag
-Reduced the flames spawned on death for all non boss enemies.
-Ground Gargoyles dust spawning frequency when dashing lowered.
-Tidal Gargoyles underwater shot explosion animation bubbles lowered.
-Amount of debris spawned from breaking jars, walls, statues and background objects reduced.
-Hippogriff statue explosion light size, flames, smoke and debris reduced.
-Crumbling Pillars in Stage 1 Area 2, removed their rubble. With the addition of infinite dash and extra speed, turns out these are buggy and overwrite other entities as they continue to break off screen. Fixed this somewhat by changing their animation a tad for less crumbling cycles with the middle and bottom breaking at the same time.
-Belth bone spawns during death reduced.
-Flaming Skulls spawn 3 fireballs instead of 5.
-Rubble spawned from Ovnunu breaking walls reduced.
-Flame Lords death flame spawn frequency reduced.
-Fliers death flame spawn frequency reduced greatly.
-Holothurion's bubbles spawned during fight and death animation lowered.
-Grewon's ice breath frequency reduced.
-Removed enemies:
-One ghoul in stage 1 area 1.
-Nine ghosts, one gargoyle statue & one merman in Stage 2 Area 2.
-Eleven zombie arms in Stage 2 Area 3.
-Three eye bats & three flaming skulls in Stage 2 Branch Area 1.
-Two bats in Stage 2 Branch Area 2.
-Three eye bats & three vines in Stage 3 Area 1.
-Three eye bats & two mermen in Stage 3 Area 2.
-Two earthworms in Stage 3 Area 3.
-One parasite nest in Stage 3 Branch Area 1.
-Two eye bats & a fish in Stage 3 Branch Area 2.
-A stone worm & pillar in Stage 4 Area 1. Changed the area tiles to represent them not being there.
-Two amphiptere in Stage 5 Area 1.
-Twelve background fish in Stage 5 Branch Area 2.
-Three eye bats in Stage 6 Branch Area 3.
-Four bats & a zombie arm in Stage 6 Branch Area 5.
-An Imp Crossbow in Stage 7 Area 1.

Other
-Stage 7 Area 1 & 5 tiles different for not having the refights.
-With L/R switching Talisman, disabled the ability to select L or R as configure options and changed the options menu a tad. Drew a forward slash sprite for the "L/R".
-Shrunk the item selection UI some. Drew a sprite for the less space.
-The change to the jars priority makes it appear in front of the bell in stage 7. Made it spawn at the bottom to not just pop out in front.
-With the addition of extra speed, the gargoyle demo's/endings were off, synced them best as possible to keep them from dying.

Anti-Piracy
-Removed check just before CAPCOM shimmers, which activated a check for pausing.
-Removed check for Firebrand getting hit, which activated a check inside damage script.
-Removed check when headbutting Hippogriff's statue form, which activated a check for pausing.
-Removed check for when Arma spawns, which activated a check inside damage script.
-Removed 2 checks inside damage script.
-Removed 2 checks for pausing.

Original Bug Fixes
-Fixed 2 bugs where, jumping underwater set your speed to normal out of water speed, as did recovering from being hit.
-Fixed 2 bugs involving Hippogriff & Flame Lord(both forms) taking the final hit regardless if their flash was active or not, as long as the shot was going to kill.
-Fixed the forest fires disappearing before defeating Flame Lord.

Included is an LunarIPS patch file and a Readme.txt with all of these listed changes. Hope you enjoy the changes, Happy New Year!

Screenshots

Contributions

ContributorType of contributionDescription
RootrickHacking

Reviews

At long lastonigirli2023-07-08Version 1.0

Reading the other reviews beforehand I was definitely bracing myself for annoyance over slimming an already short game, but I actually failed to even take note of what was missing LOL... And I don't think it's just OK - I think it's actually for the game's benefit. It made for a shorter game yes but it was just more... fun... streamlined. I did NOT miss the boring Hippogriff fights, and though I kind of wish the other repetitions were kept, Grewon is such an irritating and not-fun boss that I'm not altogether sorry about it. Good call, I strongly disagree with the general consensus there... I do have my disappointments though, namely the fact that the L/R cycling feature for talismans wasn't anything I made use of in the end, and feel they could've been far better served for cycling through the Firebrand sub-abilities instead, which did continue to regularly disrupt the gameplay... a quick Start-then-Select feature for leaving a world without having to die or use Mercury was sorely missed too. And I didn't realize until now that the Infinity Crest can't replace everything like it's supposed to, because while it still has Buster's features it doesn't hit things nearer to ground level like Buster does, which still requires switching (ie you don't want to wait for those legless enemies to raise their heads). My only other disappointment is that the modification for the Skull talisman that keeps spike-like hazards from hurting you made sections of the game too easy, particularly one of the underwater sections. But this is only personal, I could just not use it of course and I'm sure it's very much appreciated for those who aren't in the mood to deal with the careful platforming. Congrats & thanks for finally releasing a romhack for this game. Hope it's not the only one, and I hope there's something in the future that can extend the game without diluting it. Cheers

I was expecting a hack of this game for so long :3CuriosityKills2023-01-19Version 1.0

As a veteran player of this game, i loved the hack. The modifications made everything more balanced and interesting. This game is a slow platform game and i think the mechanics and items are poorly explored. The mods like extra abilities for the talismans and spells made them more useful. I think this game is very easy to play today, so the stats mods left the game a little more challenging. A hard mode would be nice. The L&R switching between talismans was a really nice touch, i used a lot and i liked. The thing with the potions, if you have another of the same potion it changes automatically when used, was really nice too. But the first time i used, the health bar refilled unexpectedly quick and i took a hit LOL. The infinite dashes was really relieving because keeping repeatedly pressing A every time to dash is annoying. Opening stage 5 was a really great idea for those who want to play this game again taking a different path. I thought "why don't open stage 6 too?", but it will mess with the storyline of Arma. If there was a way of making the encounters going in the right order whenever it goes, then the stage 6 could be always open. Finally, going against the other reviews, i liked the removal of the repeated bosses. It makes the game more dynamic, i dunno. But if it wasn't removed and these bosses had more overpowered stats than the originals, i think it would be nice too.

A hard mode, messing with the stats, would be very fun to play. But in fact this game needs some hack roms. Entirely new designs, enemies, bosses, spells, stages, world map, crest powers, etc.. Demon's Crest is a great game with a lot of unexplored potential. This game deserves some badass hacks.

Loved the tweaks overall but man... Don't take away the boss fights...Ariel2122022-08-27Version 1.0

I loved the reworks overall, there's a nice touch to the crest's powers and magics alike. But don't take away the boss fights... This game is already short, plus, it's always nice to use these repeated bosses to see how your new magic and abilities would work. In fact, i'll go as far to say that - if it's possible - to make a hack to add even more boss fights. I would love to fight Flame lord with a blue pallete swap and powered up, and will be absolutely amazing to fight Arma/Alma with the crest of heaven. Also, it would be awesome if someone changed the tornado magic to be effective on aerial enemies other than ghosts, because it's the less usable thing in the game. In fact, aside from all i mentioned, i would love to see more enemies, even if they're just pallete swaps. Hell, if someone manages to add extra levels - even if it's just means extended screens on stages - i would love it even more! Ps: The infinity ground dash is cool, but just reducing the starting frames was more than enough. Also, i see it on other comments, but would be awesome to see the Aerial arremer having and air dash! Of course, this is just my delirious ramblings, since i lack the knowledge and, skill and resources to do my own hacks. I trully appreciate the effort put on this one. Go for it! It's a definitive must play for the fans of this awesome gem!

An almost perfect Quality of Life hack with one huge issueSupergamerguy2021-11-13Version 1.0

This is just an objective improvement over the original game. It's not even debatable. The new Gargoyle forms are so much more fun to play as with their added buffs, and keeping them active stage to stage is a nice benefit as well. Cheaper items and hot swapping is also a good addition. All of the minor tweaks and bug fixes are much appreciated too, even if I wouldn't have noticed most of them. This would be the perfect QoL hack for this game if it wasn't for the *frustrating* decision to open up Phalanx's Fortress at all times. I didn't know about the different endings before beating it the first time, and I didn't exactly know what Phalanx's Fortress looked like beforehand, so imagine my surprise when I entered what I thought was another normal level, beat the boss, and was treated to a bad ending, rendering all of my playthrough up until that point useless (no save files are available and I didn't think I would need any passwords for such a short game). If the hacker could have added in the ability to leave a stage at any time and return to the map, I might have not run into this issue. Definitely play this hack, as it gets a lot of things right, but make sure to use a guide so you don't waste your time and not be able to continue with your progress.

Amazing hack.Dino2021-09-06Version 1.0

This hack is awesome,it have something that i wanted since i first play the game,the reduction of frames in the dash on Ground Gargoyle and the infinity Up Fly of the Air Gargoyle,amazing job.

I'm enjoing this game like the first time i play it,thanks dude.

A great hack, but needs improvementWaka2021-03-07Version 1.0

I loved almost every single aspect of this. It makes the game way more balanced and fun! But I honestly think it was really unnecessary removing the repeated bosses, since the game doesn't have many, it makes the pacing of the game kinda empty in my opinion, and these bosses also have different patterns from their original counterparts, which makes the challenge of fighting them not repetitive.

Other than that, I think adding an air dash to the air gargoyle would be a nice addition.

A great hack, but with few issuesRodrigorfl18592021-01-27Version 1.0

I love hacks that improve things that were imperfects or even broken, this hack made this in many situations. But here we go with my suggestions:

1# Come back with the Boss, like hypogrifo2 and others. The game is short, why decrease even more? Further, it is awesome fight again after get more powerful and smart after a few minutes of practicing.

2# Make the Tornado fire a tech that hurts the enemies like the others types of Fire (Buster, Demon Fire, etc);

3# Make the Air Gargoyle to have a air dash like the Earth Gargoyle;

I Think that is all. Thank you!!! Great game in this world!