| Dracula's Curse keeps Castlevania's jump for every character but Grant; the take-off starts the arc at entry 9 of a longer table whose entries from there are Castlevania's 20 rises, 5, 5, 3, 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 1, 0, 0, 0, and 0 px, and the 8 entries before it, 6 then 5 px, carry a fall below the take-off height down to 6 px/frame, where Castlevania falls at 8 px/frame once its table runs out. | code/playerStateProcessing_b1c.s L3740–3751code/playerStateProcessing_b1c.s L4187–4225code/playerStateProcessing_b1c.s L3242–3250code/playerStateProcessing_b1c.s L4751–4759code/playerStateProcessing_b1d.s L918–927code/playerStateProcessing_b1c.s L4784–4792 | Code |
| In Dracula's Curse the take-off shared by every character but Grant (the state tables the disassembly labels Trevor's, Sypha's, and Alucard's all point at it; Grant's has its own) sets the horizontal speed to 1 px/frame toward a held Left or Right, or 0, as in Castlevania. | code/playerStateProcessing_b1c.s L3740–3781code/bank1f.s L344–356code/playerStateProcessing_b1c.s L1826–1854code/playerStateProcessing_b1c.s L3242–3249code/playerStateProcessing_b1c.s L4751–4758code/playerStateProcessing_b1d.s L918–926code/playerStateProcessing_b1c.s L4784–4791 | Code |
| In the air, a held Left or Right sets Grant's horizontal speed to 1 px/frame that way and turns him; with neither held the code leaves the speed as it was, so he keeps moving, until a wall stops him. | code/playerStateProcessing_b1c.s L5156–5172code/playerStateProcessing_b1c.s L5261–5329code/playerStateProcessing_b1c.s L5344–5380code/playerStateProcessing_b1d.s L1–4 | Code |
| Grant's jump reads its own table from entry 30, one entry a frame while A is held; once A is up during the rise, or once he falls, the routine moves two entries a frame, so letting go shortens the rise, from 58 px held to the top to 30 px with A up on the first frame, by the table. | code/playerStateProcessing_b1c.s L5156–5172code/playerStateProcessing_b1d.s L128–141code/playerStateProcessing_b1d.s L154–213 | Code |
| Dracula's Curse turns a hit into a launch, where Castlevania steps a second table; the character is given 2 px/frame up and 1 px/frame sideways and faces opposite to that push (facing left with +1 speed when $90 is nonzero, else facing right with −1), and the hurt state adds 0.125 px/frame² of gravity each frame up to a 5 px/frame fall. | code/playerStateProcessing_b1c.s L326–349code/playerStateProcessing_b1c.s L4182–4185 | Code |
| A hit in Dracula's Curse sets $80 to 120, which the player's update counts down once a frame while flickering the character; one branch of the hit handling returns at once while $80, or $AD, is nonzero. | code/playerStateProcessing_b1c.s L298–299code/playerStateProcessing_b1c.s L166–176code/playerStateProcessing_b1c.s L257–259 | Code |
| Dracula's Curse keeps two character slots; a swap flips the slot index with XOR 1 and loads that slot's character, one of four ids, Trevor, Sypha, Grant, and Alucard. | include/wram.s L360–364code/bank00.s L2217–2222constants/playerStates.s L1–4 | Code |
| Dracula's Curse prices its subweapons from one table of eleven entries, nine at 1 heart, one at 5, and one at 0; a use compares the heart count with the price, and a thrown one subtracts it in BCD. | code/playerStateProcessing_b1d.s L4099–4111code/bank1f.s L1151–1155code/bank00.s L603–625 | Code |
| Dracula's Curse moves a character on stairs in steps; each step sets the speed to 0.5 px/frame across and 0.5 px/frame up or down the stairs, and the climbing state counts 15 frames before the step ends. | code/playerStateProcessing_b1c.s L4686–4742code/playerStateProcessing_b1c.s L4526–4541 | Code |