If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Castlevania: Legacy of Darkness

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Castlevania: Legacy of Darkness

Also known as: Akumajou Dracula Mokushiroku
Gaiden: Legend of Cornell (JP)
Developer: Konami Computer Entertainment Kobe
Publisher: Konami
Platform: Nintendo 64
Released in JP: December 25, 1999
Released in US: November 30, 1999
Released in EU: March 3, 2000


ItemsIcon.png This game has unused items.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page

Hmmm...
To do:
* Early title screen showing the original Castlevania 64 logo (1, 2).
  • The process meter and crash screens from CV64 are still present here, albeit with a few differences. The crash screen in particular now attempts to print to the screen the cause of the crash, but fails due to faulty code.

A part-prequel/part-expansion follow-up to the original N64 Castlevania, Castlevania: Legacy of Darkness centers around a new werewolf protagonist named Cornell, who was intended to be one of the playable heroes in the first game, but got cut from the roster and was given his own starring role here instead. After completing Cornell's quest, the player gets to unlock truncated versions of Reinhardt's and Carrie's quests from the first game, reworked around the new levels and bosses from this game, but without their voice acting and most of their cutscenes due to space constraints.

Subpage

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Unused Map

The unused Test Grid map from Castlevania 64 reappears in Legacy of Darkness, albeit with a few differences, like some missing walls.

Its map ID is 0x31, and the ID in the Nisitenma-Ichigo table is 0x34 (ROM addresses 0xAF2CE0-0xAF2FB8, compressed). Loading it normally softlocks the game, so some work has to be done in order to load it properly. The softlock appears to be due to the map not having actors.

Function 0x80178784 (USA) checks if the player is on this map before executing its code. A decompressed overlay associated to this map exists at ROM address 0x8381C0-0x838350, with a single function likely named deku_custom_check_test, which only returns 1 (ON) if pressing the R button.

Enable the following code and press the Gameshark button to warp to this map:

Version GameShark code
JAPAN

89141CB4 0000
89141CB6 0000
89141CD0 0000
89141CD2 0000
891CC808 0031
891CC80A 0000

USA

89141EA4 0000
89141EA6 0000
89141EC0 0000
89141EC2 0000
891CAE78 0031
891CAE7A 0000

EUROPE

89143184 0000
89143186 0000
891431A0 0000
891431A2 0000
891CC348 0031
891CC34A 0000

Debugging Functions

Debug Print

CVLoD debugprint.png

Like other Konami N64 titles, this game supports printing text to the screen using a debugging font. By default, this feature won't work because the game doesn't load the debugging font file. The game expects it to be loaded at RAM address 0x80293370 (USA).

This feature only works properly when the game's resolution is set to "LOW".

Functions

Below are the functions associated with this feature. These RAM addresses are for the USA version of the game:

Address Arguments Description
0x8001e1c8 (s32 X_pos, s32 Y_pos, char* text) Prints the text to the screen
0x8001e234 (s32 X_pos, s32 Y_pos, char character) Prints a single character to the screen
0x8001e420 (char character) Obtains a pointer to where the character texture from the debugging font is located.
0x8001e3ec (s32 X_pos, s32 Y_pos) -

Controllable Green Platform

A debug function exists in the game that lets you control the green platforms (those that appear in places such as in one of the Castle Towers) using the 3rd controller's D-Pad and C-Buttons.

To enable this, go into one of the green platform's actor settings and set its variable 2 (field 0x14) to 1. Alternatively, you can use the following GameShark code to enable this debug feature in all green platforms:

Version GameShark code
USA 811587AC 0000

811587AE 0000

Oldrey's Diary Item

CVLOD OldreyDiary.gif

Oldrey's Diary normally appears as an unobtainable object in Stage 3 (the Villa), inside the library of the Oldrey Mansion. It can be read, but since it is bolted down, it can't be acquired. Using the following GameShark code will place the Oldrey's Diary item into the inventory and can be used. Its description is just "Oldrey Diary".

Version GameShark code
Japan 801CC50A 0001
USA 801CAB5A 0001
Europe 801CC02A 0001

Hidden Skeleton Behaviour

The skeletons that throw bones at the player have a hidden behaviour that can be activated by holding R on the 3rd controller slot.

While holding R, the skeletons will throw the bone much farther, and with the right hand instead of the left one. They also seem to have worse aiming.

Regional Differences

Difference Japanese version NA / PAL version
Game saves Stored on cartridge Stored on Controller Pak
Rumble Pak Supported Not supported
Henry's scenario Playable from the start Has to be unlocked by finishing Cornell's scenario, or through a variation of the Konami Code
Cornell's prologue Read by Takashi Bratcher (who voiced Henry as a boy) Read by Scott McCulloch (the narrator in the first N64 Castlevania as well as the voice of Richter in SotN)