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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-10 01:38:52 EDT

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@vtyuukiark.bsky.socialOct 10, 2026, 5:10 AM

Que comience la cacería del vampiro en #Castlevania #PortraitOfRuins, READY TO GO!!!

twitch.tv/vt_yuukiark

#Stream #Vtuber #gamer #Gaymer #animeboy #Twitch #Videojuego #Videogame #Vtuber #VtuberES #Konami #Metroidvania #Dracula #VampireKiller #Igavania

@msxti.meOct 6, 2026, 4:23 PM

Some more fiddling with #VampireKiller weapon mechanics to approximate #Castlevania - an arcing axe that can't be lost, -1 heart per subweapon use. First impressions - it doesn't really work; game balance is shifted. New paths open up, but muscle memory pays the price. #MSX

@vtyuukiark.bsky.socialOct 3, 2026, 5:01 AM

Que comience la cacería del vampiro en #Castlevania #PortraitOfRuins, READY TO GO!!!

twitch.tv/vt_yuukiark

#Stream #Vtuber #gamer #Gaymer #animeboy #Twitch #Videojuego #Videogame #Vtuber #VtuberES #Konami #Metroidvania #Dracula #VampireKiller #Igavania

@nekoriddles.bsky.socialOct 2, 2026, 5:58 PM

Starting off the spooky season right with some Castlevania! Going to give the demo of Belmont's Curse a go to see if it'll live up to the legacy of the series. Starting at 7:30 GMT+1
www.twitch.tv/nekoriddlesVT
#BelmontsCurse #VampireKiller

@msxti.meOct 1, 2026, 4:54 PM

#VampireKiller's "permafreeze" bug reveals init glitches in placed bats and mermen: init doesn't set initial pose for them - first tick does. When time is frozen, first tick is delayed, so sprites aren't initialized until later.

@msxti.meSep 29, 2026, 4:52 PM

#VampireKiller contains a fourth slime blob that never appears. It hops like the blue, white, and red ones, but it's grey with a red outline — and nothing in the game ever hatches it. The colors would stay the same in every room; the type is just sitting unused in the spawn table. #MSX

Vampire Killer slime blobs labeled 1A blue, 1C white, 1E red, and unused 19 grey with a red outline.
@msxti.meSep 28, 2026, 4:57 PM

What would #VampireKiller be like with #Castlevania-like weapon mechanics? Here's a preview showing dual-equipment of whip and subweapons, with IPS available here: https://github.com/0xe1f/VampireKiller/releases/tag/castlevania (SPACE for whip, SHIFT for subweapons) #MSX #NES

@msxti.meSep 26, 2026, 6:37 PM

From shmuplations.com/ninjagaiden/:
"... we discovered that Castlevania seemed to be using 32x32 tilemaps, with four 8x8 images combined into a 16x16 data block, and four 16x16 blocks merged into one 32x32 block."

Apparently, #VampireKiller and #Castlevania do tiles the same way.

@msxti.meSep 26, 2026, 3:33 PM

Whipping a dropped hourglass flips it sideways. While picking it up doesn't seem to have any immediate noticeable effects, it isn’t useless: it extends the time-based effects of rosary, gem, ring and plain hourglass by a factor of 1.6. #MSX #VampireKiller

@vtyuukiark.bsky.socialSep 26, 2026, 4:58 AM

Que comience la cacería del vampiro en #Castlevania #PortraitOfRuins, READY TO GO!!!

twitch.tv/vt_yuukiark

#Stream #Vtuber #gamer #Gaymer #animeboy #Twitch #Videojuego #Videogame #Vtuber #VtuberES #Konami #Metroidvania #Dracula #VampireKiller #Igavania

@msxti.meSep 24, 2026, 5:10 PM

Rooms 4 and 7 in Stage 8 of #VampireKiller are on top of each other in an endless loop. Luckily, there is no direct fall route, so you can't fall forever. What would happen if we opened such a route? Exactly what you'd expect. #MSX

@msxti.meSep 23, 2026, 3:24 PM

Breakable walls in #VampireKiller are scenery - not part of the tile map. When drawing, game copies the tiles under the wall, then places wall on top. Breaking it puts the tiles back. This works not only for 32x32 bricks, but also 16x16 - even though every breakable wall in the game is 32×32. #MSX

@msxti.meSep 22, 2026, 3:31 PM

#VampireKiller's score overflow routine is buggy - instead of writing to 0xC405–C407 (bytes read by the HUD), the routine writes to 0xC402–C404. The expected result of whipping a zombie with a score of 999900 is a score of 999999 - but because of the bug, the wrap is not corrected. #MSX

@nintendohall.bsky.socialSep 21, 2026, 5:26 PM

Castlevania Belmont's Curse, annunciata la demo per Nintendo Switch e Switch 2 ecco la data www.nintendohall.it/nintendo-swi... #CastlevaniaBelmontsCurse #Castlevania #Belmont #RoseBelmont #Konami #NintendoSwitch2 #Switch2 #NintendoSwitch #VampireKiller #YouTubeメンバーシップ #YouTubeGrowth

@msxti.meSep 21, 2026, 3:57 PM

While Igor (Frankenstein's monster's sidekick) and the hunchback appear identical, Igor actually has an extra frame, during which he sits still for 16 frames. #MSX #VampireKiller

Igor's sprite sheet from Vampire Killer: six pink hunched figures labeled 67, 68, 69, 6A, 6B, and 6C.The hunchback's sprite sheet from Vampire Killer: four otherwise identical pink figures labeled 67, 68, 6A, and 6B.
@msxti.meSep 20, 2026, 2:48 AM

For the curious, the #VampireKiller disassembly was inspired by Manuel Pazos' excellent disasm of Metal Gear (github.com/GuillianSeed...) - and the work in general, by sites like @tcrf.net

@msxti.meSep 19, 2026, 3:23 PM

Although green mermen in #VampireKiller don't spit fireballs (the red ones do), the game does contain an unused pose for a green spitting merman - as well as an unused duplicate pose for a red one. #MSX

Two unused Vampire Killer merman sprites side by side: a mint-green spitting one labeled 0A and a red and pink one labeled 0D.
@vtyuukiark.bsky.socialSep 19, 2026, 4:57 AM

Que comience la cacería del vampiro en #Castlevania #PortraitOfRuins, READY TO GO!!!

twitch.tv/vt_yuukiark

#Stream #Vtuber #Gaymer #animeboy #Twitch #Videojuego #Videogame #Vtuber #VtuberES #Konami #Metroidvania #Dracula #VampireKiller #Igavania

@msxti.meSep 17, 2026, 3:24 PM

#VampireKiller defines the room's content in multiple streams. Rooms are numbered in order, and enemies, scenery and objects (e.g. candles) are listed stage by stage, room by room.
The following diagrams show how each stream breaks down each room and how placement is specified. #MSX

Enemies streamObjects streamScenery stream
@msxti.meSep 12, 2026, 3:32 PM

#VampireKiller enemies are either placed (1) or spawned (2). Placed enemies are set explicitly and sit in a per-hub object stream as kind + cell pos (Y<<4|X). Spawners are a per-room bitmask, one bit per kind, rate-gated. Bosses and slime blobs are neither. #MSX

Vampire Killer: a dog crouches on a brick platform, stairs on either side.Vampire Killer: three identical zombies stand on the brick floor of a pillared hall.
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