Neoseeker : Dezaemon (Import) FAQs : Dezaemon (Import) FAQ/Walkthrough

Dezaemon (Import) FAQ/Walkthrough

by KeyBlade999   Updated to vFinal on
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  • Game: Dezaemon
  • Console: NES
  • File Type: Formatted FAQ
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: Final
  • Time of Update: 2:06 AM 3/18/2013
  • File Size: 14.2 KB



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Introduction

Welcome to another one of my FAQs. This particular FAQ covers Dezaemon. Dezaemon is bit of a wannabe game programmer's dream. It lets work with some of the aspects of the game to customize a few sets of levels into what may become a masterpiece. Obviously, this game doesn't let you take full reign - or even a real miniscule fraction thereof - but customizability is something relatively unique, especially for the NES era.

It's been over twenty years since this game's initial launch back in 1991. And, since then, not a single FAQ has been written for it. Well, there's always a first time for everything, no? Ever since the start of the NES FAQ Completion Project on GameFAQs several years ago - a project designed to get a guide out for every single NES game out there - many people have now been helped because older, rarer, less popular games have gotten guides. So many games, in fact, that all of the North American games have been covered, as have the European games, leaving only those that are homebrews and mostly those released in Japan and the Koreas.

And so, that is how I came upon this game. Thanks for listening to my ramblin'; hope you enjoy!





Making a Stage

Start Screen (READ)

^l1|

We'll cover what those Japanese thingies are in this order:

  • #1: Play a stage. Link: Playing a Stage
  • #2: Character sprites. Link: Part One
  • #3: Change overall palette schemes. Link: Part Two
  • #4: Change the "EDIT" sign at the link to play the game. Link: Part Three
  • #5: Change the credits. Link: Part Four
  • #6: Demo play of your stage. Link: Part Five - though there's no point in going to the link.
  • #7: Music editing! Link: Part Six


Part One

^l2|

At the left side will be a grid taking up the relative majority of the screen - it is a 16 by 16 grid, used to represent the 16x16 pixel sprite. To begin, select one of the colors in the lower-right corner with the B Button (acquire color). Go now to the grid and use the B Button to press the color into the various pixels on the grid. Remember, when doing this, you can press the A Button to acquire the color the "+" cursor is hovering over when on the grid. If you need a slightly different color, you can use the up/down arrows just to the left of the color palette to adjust, though it's not precise as to what you're adjusting.

When the sprite takes form, it will be under the "CHR" sign to the right of the grid. If you want to alter its position, look in the lower-left. The arrows will, in order, shift left one, shift right one, shift up one, shift down one, flip horizontally, and flip vertically. There is also a circular button that rotates the sprite 90 degrees clockwise. You can also use the "P" button to fill in a color across the whole grid.

Want to save a sprite? Go to the right side. In the black space to the right of the 1, 2, 3, and so on, you'll be able to place up to three sprites to the right of each number. This seems to have something to do with animating the sprite, so you may want to keep similar sprites together. You can save your entire set in the bottom-left ("Save"), load an old set ("Load"), load a sample set ("S/LD"), clear the board ("CLS"), or leave this menu ("Exit"),



Part Two

^l4|

We'll cover those things in their respective order, so you know. With regard to the "1 2 3" at the title menu before here, you'll find that those represent each 1/3 of the game.





Part 2-1:

^l3|

In this section, you'll generally just will change the sprites' color scheme. First, you must "Load" a self-made set or load a sample set ("S/LD"). If you need to make one, use "Exit". When you're done with one, use "Save". Got it so far?

When loaded, the sprites will appear in the top-right corner. The colors used in making them appear in the bottom-left. All you can do is change their palette schemes here, so you need to first hit a color with the A or B Button, then move over to the two up/down arrows. There, you can alter that particular color. For example, if you hit white, then use the up/down button to make it green, then everything white in those sprites becomes green.





Part 2-2:

^l5|

Here, you'll deal with the animations of the sprites of 16x16 pixel characters, akin to how you deal with the character sprites. This time, when you edit the sprites, you need to put the individual stage of animation in the top-right - part one under one, part two under two, and so on. If you need to take down a sprite, use the B Button in the top-right; likewise, use the A Button there to put one there. The current sprite as in the grid is under "CHR". The original character is under "ANM" so know what you started from.





Part 2-3:

^l6|

Little is different with regard to this mode compared to the previous one. The only difference is that you're working on a character that is 32x32 pixels in size. This character is divided, then into a 2x2 square, with each of the four squares being 16x16 pixels. You don't get the freedom of using four-part animations, either - it'll just really move down.





''Part 2-4:'

^l7|

This is little different than Part 2-3. The only difference is that you're working on a 48x48 pixel character. This character is divided into a 3x3 grid, with each square being 16x16 pixels each.





''Part 2-5:'

^l8|

In this menu, you'll edit sprites that are used as stage features. The standard design stuff applies for like when you were editing normal sprites. You are allowed 16 total sprites (in the 4x4 grid in the top-right). Each individual sprite is limited at 16x16 pixels, but you can do them in parts (i.e. the large half-rocks in the screenshot) if you want).





''Part 2-6:'

^l9|

Here, you will actually begin to add stuff to the stage itself, using the stuff saved from Part 2-5. Here, at the bottom, you'll find the chosen sprites. Grab one with the A/B Button and use the same button to play them about the menu, in the stage itself. If you want to shift around, use the arrows in the lower-left. It is actually down that moves you further along (imagine like it's pulling the image down or pushing it up). There are 8 total "pages" of the stage in all, each taking two presses of the topmost arrows to navigate through.





''Part 2-7:'

^l10|

This is the same deal as Part 2-6, but you place enemy sprites, now! Note that enemy sprites cannot overlap each other.



Part Three

^l11|

This section features the usual sprite-drawing mechanics you're still used to in previous sections of doing this. This time, you'll mess with the "EDIT" sign - this will appear as you go to play a stage. It is divided into a 7x2 rectangle, each square being a 16x16 sprite. Again, if you've made it this far, you should be able to understand everything.



Part Four

^l12|

Ready for some egomania? Here, you are allowed to edit the names of anyone who helped in the work. Of course, you are only allowed four names, each of eight characters. You can use the A Button to put in spaces. Otherwise, use the keypad at the top to place letters in with the B Button, or use the arrows in the lower-left to shift the cursors.



Part Five

This just seems to be a demo play of your stage. >_> Moving on!



Part Six

^l13|

Here, you will make and play the music you feature in the stages. At the top-left, you have the track number. There are six in all - the title screen, the first stage, the second stage, the third stage, the boss theme, the ending, and the opening. Each tune can have a set tempo (speed), and the tones A and B help to adjust the overall pitch of the sound. You can play the sound with the three buttons below the tones. First is a play segment button - it plays whichever track lines up with the white box in the four-row thing below. There's the stop playing and play all buttons to teh right of it.

There are a number of musical notes in the top-right. You can select them and place them in the area at the bottom. The notes in respective order to the top-right are:

  • Half note
  • Quarter note
  • Dotted quarter note (like 1.5 quarter notes)
  • Eighth note
  • Dotted eighth note (like 1.5 eighth notes)
  • Sixteenth note
  • Half rest
  • Quarter rest
  • Quarter rest? (it repeats, apparently)
  • Eighth rest
  • Dotted eighth rest (like 1.5 eighth rests)
  • Sixteenth rest
  • Sharp note

To be clear, notes represent sounds, and rests represent breaks in the sound. The sum total for one measure allowed is one-half note and/or rest. That's also two quarter notes, four eighth notes, and so on. One measure would be the halves of the boxes in the tracks. There are four tracks for each tune - the A/B/C/D rows above the musical scale. There are twenty-four measures given, two per numbered column. To go to another section, go to the desired measure and use the B Button. To put the current notes in another section, use the A Button.

When writing the music, remember the four tracks of music on there. And remember to use different types of notes for different situations. Mathematically speaking, you could use eight sixteenth notes for a one-half note, but the one-half note just "flows" better, so if you're looking for a slower beat, use the one-half note. Also remember when placing notes on the scale, the higher they are, the higher the pitch of the note.



Playing a Stage

Finally done with your game-making process? Then you can finally begin! Use the top option of the title menu and you will arrive a menu with three choices.

  • Game Play: Play the stage you made.
  • Edit Mode: Want to edit more?
  • Sample Game: Play a game the developers made.

Finally, you'll need to know the in-game controls, so here you go. Remember, when playing, one hit will kill you, and you have only three lives, so be careful!

Button Resultant Effects
D-Pad Move around.
A Button N/A
B Button Shoot weapons.




Credits

In no particular order...


  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P

  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • Final:
    • First, and likely only, version of this FAQ.
    • Time: 2:06 AM 3/18/2013.




Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

ゥ 2013 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


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This is the end of KeyBlade999's Dezaemon (NES) FAQ.

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