Streets of Rage 2X

In Progress Streets of Rage 2X By Kratus 2.3.1

No permission to download
The project is currently under development.
I wasted two days formatting my pc, one problem after another.

But now nvidia shadowplay works OK for recording the cutscenes.



edit: Adam Stuck in a corner



Kratus said:
This will remove the "disablekeys" function, for test purpose. You may have some bugs during level trasitions in arrow routes, if any player presses any attack button, but will not crash the game.
I will test another way to let the keys unlocked and avoid bugs at same time. For now, it will solve your problem, I tested and worked.

Don't forget to let all parameters empty in the scene.txt, like this:
video data/scenes/end_a.webm


Sor 2 route stage 6 has arrow routes , if i want to put a webm at the end of that stage i have to do it by script?
Which file i need to modify?

In which file can i find the extra menu text? Because it isnt in "translation.txt"
 
Hey guys!

There's a new update for SOR2X version 2.1, that contains a lot of adjustments based on all feedback from the version 2.0. Some of these adjustments are focused on better performance.

The major change is in the game's balance and now there's more differences between each difficulty. Also, some Extra Menu options have changed and a new option is included, is the "Full Energy".

This new option will control at what moment the energy stars will be completely filled. In the previous versions, after beating any stage or losing lives, the player will be spawned with 3 energy stars, but now it's possible to enable or disable according to the player's way.

In addition, after some problems with corrupted files on Google Drive, now you will have the Microsoft OneDrive as an alternative download link.

Special thanks to Pudu, O Ilusionista, Pepodmc and YMB 9 Shinzou for specific tests and suggestions

Here's the changes list:
- Increased enemy's health difference between each difficulty, now is bigger than previous versions
- Increased Barbon's speed attribute by 1 point
- Increased Jump Wall's speed a little
- Decreased enemy's health difference according to game progress, now is lower than previous versions
- Reduced Roo's damage of the front special move, added a collision box too
- Reduced enemy's aggression a little, bosses have not been changed
- Reduced Biker's health in bike stages
- Fixed Rocket's code that doesn't show the damage taken while the "show damage" option is enabled
- Fixed some "spawn partner" codes in partner menu that doesn't allow to spawn a cpu partner sometimes
- Fixed wrong values during "show damage by hit" when super armor is activated
- Fixed Yamato "double slash" move, now he can go out of the screen temporarily until your move is finished
- Fixed arrow routes bug that fill energy when near
- Fixed weapon damage when thrown
- Fixed "guard break" issue that shows the damage even if there are no damage taken
- Fixed "frozen" bug in command list
- Fixed Monalisa bug that stuck in the wall
- Fixed Zan's CPU partner's during shock special, that move the opponent directly to the ground
- Fixed elevator's bug during life recover, continue screen and respawn events
- Fixed Zan's color problem during weapon Rage move
- Fixed CPU partner's idle status bug during continue screen
- Fixed CPU partner's bug that locks the level scrolling after death
- Fixed wrong credits number after "esc" key is pressed during "select screen"
- Fixed the damage shown by "combo+hit" option during Bike stages, now will show correctly
- Fixed bugs during grab attacks when hit some projectiles (Max, Jet, Bongo and Neo X)
- Fixed Max's bug when land during a grab jump
- Improved some codes that protect characters against wall stuck
- Improved cpu partner's logic to escape from the "train" in SOR3 route stage 4 and attack walls in stage 3
- Improved scripts for arrow routes to avoid some small bugs
- Added new Extra Menu option "Full Energy", to enable/disable energy restoration during respawn or in a new stage
- Added more 2 touch layouts
- Added a back slam move for Shiva (SOR2/SOR3) during front grab
- Added a chronometer to show played time in-game
- Added new Rage command, now can be performed by pressing energy+special
- Changed Android Openbor build to 6330 (same as Windows version), this will fix a lot of bugs
- Changed/removed/improved a lot of codes and graphic/sound effects to save memory and cpu
- Changed Harakiri's star projectile, now will hit one opponent and disappear
- Changed "Show Damage" options from "total only" and "total+hit" to "combos only" and "combos+hits", removed the "zero" hit damages from the counter
- Changed Nitrous command in bike stage, now will not need to hold Rage button, only press once
- Replaced Break, Robot Shiva and Robot X death voices by human versions
- Included a code to create automatically the "custom" folder to save custom musics. Also, will create a playlist to see how the musics need to be named
- Removed smoke effect when Break character fall inside any hole
- Removed energy addition during vault
- Made some adjustments in Sammy and Max CPU partner's A.I.


**** GOOGLE DRIVE ****

Downloads section:
https://drive.google.com/drive/u/1/folders/1YhRvW0lV-CNU68BPboJEB-R3VMEQMByF

Windows *.exe:
https://drive.google.com/file/d/1_TshfT2Tl119rBcGDraZiX-6u1Hzqq3f/view

Windows *.zip:
https://drive.google.com/file/d/1nIkK3EXElsfWPmhqZ_eDzgOyEKnyqzo-/view

Android *.apk:
https://drive.google.com/file/d/1bQ03jFPZ1hpr_oXi4-CCGVwiiWlflYWj/view

Game file *.pak:
https://drive.google.com/file/d/1x1O9Awtz28bcZY_aHSS-U-d1pgpC2WJg/view


**** ONE DRIVE ****

Downloads section:
https://1drv.ms/u/s!AnTXKPMHlONnhNRY2xHFdLO7X39WQw

Windows *.exe:
https://1drv.ms/u/s!AnTXKPMHlONnhNU-qvWRKGZLD2bNFw?e=ivc4aT

Windows *.zip:
https://1drv.ms/u/s!AnTXKPMHlONnhNU9hoJfpY19V_kY5g?e=ZjaAzj

Android *.apk:
https://1drv.ms/u/s!AnTXKPMHlONnhNU83u9yITAkYZaJyg?e=8fqd1B

Game file *.pak:
https://1drv.ms/u/s!AnTXKPMHlONnhNU7JiRq2qrDo4W7lg?e=1OPN6o

pepodmc
edit: Adam Stuck in a corner
A lot of the partner's A.I. code has changed and some problems related to lock/unlock "scrollspeed" has been fixed. I didn't find this bug exactly but I think it's solved, but if you find it again please let me know

Sor 2 route stage 6 has arrow routes , if i want to put a webm at the end of that stage i have to do it by script?
Which file i need to modify?
Due to the last problem with webm scenes, now the arrow routes will not lock the keys, you don't need to make any script to unlock any key anymore.

In which file can i find the extra menu text? Because it isnt in "translation.txt"
All "Extra" menu text is in the path "data/scripts/updated" and for both "Route/Survival" menus are in "data/scripts/ondraw"
However, I need to warn you about the variables. The menu will show your original names and if you change any variable name, it needs to be made in all related files. I suggest to use the Notepad++ and searching for all related words inside of each file.

An alternative method (and more safe) is to translate the variable name only for exhibition purpose, and let the original variable intact.

For example:
Code:
void difficult = getglobalvar("difficult");
void dificuldade;

if(difficult == "hard"){
    dificuldade = "dificil";
}

drawstring(50, 100, 0, dificuldade);

After seeing your Spanish translation, I had a new idea. It will require some tests before, but I can let the game's structure ready for any translation. I'm from Brazil and some friends asked me to translate it to Portuguese, and in fact I'm planning to do something about it.

The only doubt is about making a complete game with all translation or add a new option to change it in-game. Will be easy to translate my scripts but the only problem is with the file "translation.txt". It can require some "filestream" functions, but I think it is possible to do.
 
Thanks a lot dude! Kratus

Downloading now and looking forward to see a lot of the changes, particularly the energy + special!

The only thing left that I would like to see changed (outside of all the SoR1 content that I can't wait for!) is the way the input mapping works when playing a 2 player game. It's not such a big deal because me and my friend have got it figured out pretty much by now how to swap the buttons round; but for anyone new playing on different controllers it could be super frustrating.
 
Very good, it is currently a rare good game in BOR.

Thank you for your hard work for this game.
 
Kratus said:
pepodmc
edit: Adam Stuck in a corner
A lot of the partner's A.I. code has changed and some problems related to lock/unlock "scrollspeed" has been fixed. I didn't find this bug exactly but I think it's solved, but if you find it again please let me know

In which file can i find the extra menu text? Because it isnt in "translation.txt"
All "Extra" menu text is in the path "data/scripts/updated" and for both "Route/Survival" menus are in "data/scripts/ondraw"
However, I need to warn you about the variables. The menu will show your original names and if you change any variable name, it needs to be made in all related files. I suggest to use the Notepad++ and searching for all related words inside of each file.

An alternative method (and more safe) is to translate the variable name only for exhibition purpose, and let the original variable intact.

For example:
Code:
void difficult = getglobalvar("difficult");
void dificuldade;

if(difficult == "hard"){
    dificuldade = "dificil";
}

drawstring(50, 100, 0, dificuldade);

After seeing your Spanish translation, I had a new idea. It will require some tests before, but I can let the game's structure ready for any translation. I'm from Brazil and some friends asked me to translate it to Portuguese, and in fact I'm planning to do something about it.

The only doubt is about making a complete game with all translation or add a new option to change it in-game. Will be easy to translate my scripts but the only problem is with the file "translation.txt". It can require some "filestream" functions, but I think it is possible to do.


If you can make it changeable in game would be great. Will be better because you can have all languages in one version, instead of having a version for each language.

I will keep playing and, if i find a bug, will upload a video.

About the translation, i  think that, would be better for me to wait a little until you decide what will you do. In the meantime, I will finish the cutscenes of the spanish  version i was doing.


Thanks for adding the back slam move to shiva and for the mention :)


----------------------------------------------------------------------------------------------------------------------


Edit 1:

When you are playing with shiva sor 3, you cant perform the offensive special when you are grabbing an enemy, he always does the defensive special (Roo and all rebellion characters have the same issue).
You should enable it for them too.


-----------------------------------------------------------------------------------------------------------------------


Edit 2:

This is a modified version of the good ending of Sor3 that i made for the spanish release im making

Taking in consideration that Adam is a playable character in Sor 2x, i changed the dialoge a bit, and give him one of Skate dialogues so, he looks as part of the active team that fought MR.x.

And the one that saves them with the helicopter is the cop that throw the sor 1 character specials.
I will put the first cutscene of sor remake before choosing a route, so the cop that talks to them before taking one of the routes is the one that saves them in the Sor 3 route ending
I changed some dialogues of the scene too.


(Updated 10/4)

https://www.youtube.com/watch?v=gtREbBGPyY8


---------------------------------------------------------------------------------------------------------------------------



Edit 3: Can you add the special options of the shop of sor remake? Like double bosses, enemies body dont dissapear when they are dead,etc.



-------------------------------------------------------------------------------------------------------------------



Edit 4:
I tested this


"- Improved cpu partner's logic to escape from the "train" in SOR3 route stage 4 and attack walls in stage 3"


In the bulldozer part works perfect.

And in the train part works too, but its works better and in a cool way along the "call" feature.
Because if you configure the cpu partner with agression at max, he/she often keeps punching enemies and doesnt care about avoiding the "train" XD

But if, when the train is coming you put the cpu partner in "call" mode, he/she stops fighting and concentrates only in avoiding the train.

The "call" feature its very useful.


I see that, when the CPU partner AI its in "Call" mode , he doesnt try to avoid enemy attacks.
So, i think would be good if you use the same script you made to make the Cpu partner  avoid the train, and enable that same script  everytime the Cpu partner enters in "Call" mode.
So, at the same time the cpu partner tries to go where you are, he can avoid attacks in the meantime doing front rolls and side rolls.

But would be good to use that script only in "call" mode, because if you use it in normal mode, he will try to always avoid any attack and will interfiere with the gameplay, instead of punching enemies, he/she will be avoiding attacks all the time.




Would be good to use the "avoid train" script for the cpu ai against bikers too. The CPU AI partner always runs to the bike but never succed in jump and hit the biker, Adam was hit a lot of times.
With the "avoid train script" we would be able to put him in "call" mode, so he can avoid the bikes and dont lose life in a dumb way, while we hit the bikers.


https://www.youtube.com/watch?v=8wKGFVc9mjU



-------------------------------------------------------------------------------------------------------------------


Edit 5:

Can you add the posibility of cancel Axel star attack at the end (when he is on the air after the last hit)  into an aerial juggle with Axel offensive special?


-----------------------------------------------------------------------------------------------------------------------

Edit 6:

When you keep pressing the punch button and release it to make the "charge attack"
In sor 2x you have to keep pressing the button more than double the time that you had to keep presing the button in the original Bare Knuckle/Sor 3 game.

I know that you added it as a "extra button" too and it do it in an instant, but if i choose for example " Call partner" and want to make the charge attack in the original way (keep pressing the punch button) , the time required to press the button is too large compared to the original.
Can you match the original time required of keeping pressing the button to make the charge attack for arcade and rebellion characters?







-----------------------------------------------------------------------------------------------------------------------


 
Speaking of running animations, two types of run cycles are made by the authors of Bare Knuckle VI (Openbor).
Here are the sprites:
MBOeagx.png

The character archive:
https://drive.google.com/file/d/1-bfhFD9YR-YGW8Mx3ZbccU521lFL34u6/view?usp=sharing
The  Super Shiva SOR3 (bare torso) is very cool too; I think that one day I will make a color separation (skin, hair, outfit) of this character too :).
 
This is another modified cutscene for the spanish version.


The original cutscene has a particularity.

The american version (Streets of rage 3) and the Japanese version (Bare Knuckle 3) had a bug. The sprite of Adam gets bugged when the dialog box appear and the characters start talking.

This happens in emulators and even in real hardware too. I dont know if they didnt had the time to fix it, or if they didnt cared. XD

AS adam is a playable character in Sor 2X, i changed the Adam sprite for a cop sprite (the same cop that saves them at the end of the game in the previous cutscene i uploaded)
 
pepodmc: It would be nice if you make the same cutscene in english version. Good job  8).
This second (restored) bike stage can be a good addition to SOR3 route too:
 
Kratus Is there a place in this folder that shows you motorcycle coding... I figured the swamp bikes from the GI joe mod might be an example to reference but wondered if it might be in one of his text files...there are so many.
 
Hey guys! Sorry for the delay in answering the questions, I'm working a lot on the next version to fix some bugs and adding more content.

Wombat2112
Is there a place in this folder that shows you motorcycle coding... I figured the swamp bikes from the GI joe mod might be an example to reference but wondered if it might be in one of his text files...there are so many
The two main codes are in the following path:
Code:
data/scripts/updateentity/moto.c (used for engine sound and other features)
data/scripts/updatelevel/bike_stage.c (used to manage some global functions related to the stage)

kimono
This second (restored) bike stage can be a good addition to SOR3 route too:
Yes, I'm planning to add this stage too. In fact I will turn every level that has a streets or road in a bike stage, like the abandoned road in SOR2 stage 6 or SOR3 stage 2

Speaking of running animations, two types of run cycles are made by the authors of Bare Knuckle VI (Openbor)
I'm talking to one of the BK6 testers and he sent me some sprites for the Shiva second punch. In fact they have a lot of good custom sprites but I don't have the authorization to use all game content. This is the same situation with Bombergames. Gradually I will add more sprites if they give me the authorization, but you can add it freely to your custom SOR2X versions if you want.

pepodmc
Great work with the cutscenes!
Edit 1: When you are playing with shiva sor 3, you cant perform the offensive special when you are grabbing an enemy, he always does the defensive special (Roo and all rebellion characters have the same issue).
You should enable it for them too
Yes, I will enable it future updates together with special/running "cancel" features

Edit 2: This is a modified version of the good ending of Sor3 that i made for the spanish release im making
For the next 2.2 version the good ending is already included. You need to hit the last Neo X missile to make a good ending.
I removed the helicopter part  because in this scene the base explodes, but if you hit the missile the bomb will be deactivated and the base/city will not explode

Edit 3: Can you add the special options of the shop of sor remake? Like double bosses, enemies body dont dissapear when they are dead,etc
I can test this feature, is a good idea. But I need to finish SOR1 content first, there's a lot of work to do yet.

Edit 4: But would be good to use that script only in "call" mode, because if you use it in normal mode, he will try to always avoid any attack and will interfiere with the gameplay, instead of punching enemies, he/she will be avoiding attacks all the time

Would be good to use the "avoid train" script for the cpu ai against bikers too
In fact in the "call" mode the CPU partner will perform basic defensive actions, like block, dodge and escape grabs using special attacks.
The dodge is included into the block animation. There's a random code that changes the "block" animation into "dodge" with a 50% chance. Sometimes the partner will not perform defensive moves because some enemies will attack him from behind (he will change the direction to face the player and follow him) and the block will be performed against front attacks only. If no front attacks, no block, and no dodge too.

However, I can improve it to better use during the "call" mode.

About the dodge against bikers, I will make some tests using the train code.

Edit 5: Can you add the posibility of cancel Axel star attack at the end (when he is on the air after the last hit)  into an aerial juggle with Axel offensive special?
Yes, is a good suggestion

Edit 6: I know that you added it as a "extra button" too and it do it in an instant, but if i choose for example " Call partner" and want to make the charge attack in the original way (keep pressing the punch button) , the time required to press the button is too large compared to the original
Yes, I will decrease. The current charge time is about 1,5 seconds, I will reduce it to 1 second.

Edit 7: i dont know if im doing something wrong or if there is a step im missing
Thanks, this is a very useful tool. I tried the 4.0, 5.0 and 5.1 but have the same result, a lot of lines in all images. Maybe it is some kind of protection
 
Kratus said:
Hey guys! Sorry for the delay in answering the questions, I'm working a lot on the next version to fix some bugs and adding more content.

After you add all the sor 1 content, how much time do you plan to keep working on Sor 2x?

I would like you to work on this forever XD, but i suppose that you have a deadline in your mind.

I need to be able to contact bomberlink before the deadline so you can add sorr sprites XD
 
pepodmc said:
Kratus said:
Hey guys! Sorry for the delay in answering the questions, I'm working a lot on the next version to fix some bugs and adding more content.

After you add all the sor 1 content, how much time do you plan to keep working on Sor 2x?

I would like you to work on this forever XD, but i suppose that you have a deadline in your mind.

I need to be able to contact bomberlink before the deadline so you can add sorr sprites XD
pepodmc
Well, it's hard for me to define a deadline because I love the SOR franchise too much  ;D
After the SOR1 content, I will add some Game Gear/Master System levels, and during this time adding custom characters made by fans. My wish is to work in SOR2X forever, but I know that one day I will stop. As long as I have time to work on this game, I will continue. Sometimes I can take a break to prioritize other projects requested by Patreon members and this can delay the deadline a little.

All I can say is, I'm a persistent guy ;D and will not accept a time less than the 8 years of Bombergames work.

If we have the authorization from the Bomberlink, there's no problem for me to add all SORR content in SOR2X.

Blade Master
Thanks man!
 
Thank you Kratus, I promise to follow you during this great SOR adventure and provide some new content along the way.
My idea is to make custom bikes for each player. I'm glad that you will continue this great job for a long time ;).
 
kimono said:
pepodmc: It would be nice if you make the same cutscene in english version. Good job  8).


Thanks.

Im making spanish cutscenes for sor 1,2 & 3 routes
I can make an english version of the ending , but after i finish all the spanish cutscenes.

The ones with custom sprites modifications are taking a lot of time, because im making the modifications in a manual way (converting the videos frame by frame in jpg using "Blender", then i modify all the frames i need, and after that i convert all the images into webm)

For example, the sor 3 ending i posted had more than 6000 frames XD, perhaps there is an easier way to do it but dont know how)


This new one for example:





I had to delete the character and hud sprites from the initial 366 frames, until the dialog boxes appears.
Its easy but takes a lot of time and patience XD


There is a mistake in the position of the last two chairs of the left, and in the right pink lights (sometimes they are off) but i will fix that later



----------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------



Kratus said:
pepodmc said:
Kratus said:
Hey guys! Sorry for the delay in answering the questions, I'm working a lot on the next version to fix some bugs and adding more content.

After you add all the sor 1 content, how much time do you plan to keep working on Sor 2x?

I would like you to work on this forever XD, but i suppose that you have a deadline in your mind.

I need to be able to contact bomberlink before the deadline so you can add sorr sprites XD
pepodmc
Well, it's hard for me to define a deadline because I love the SOR franchise too much  ;D
After the SOR1 content, I will add some Game Gear/Master System levels, and during this time adding custom characters made by fans. My wish is to work in SOR2X forever, but I know that one day I will stop. As long as I have time to work on this game, I will continue. Sometimes I can take a break to prioritize other projects requested by Patreon members and this can delay the deadline a little.

All I can say is, I'm a persistent guy ;D and will not accept a time less than the 8 years of Bombergames work.

If we have the authorization from the Bomberlink, there's no problem for me to add all SORR content in SOR2X.

If you put 3 or 4 more years in this, this sor project will be unbeatable in terms of quality, i cant wait to see how this project improves even more in the future.  ;D

I wrote a message for Bomberlink in the Bennugd page, i will find him active somewhere.
This will be like "where is carmen san diego" videogame but with Bomberlink  ;D

About adding custom characters made by other users, i hope you add your street fighter 2 characters, the hack looks great, and i think that now that you know openbor very well, you will be able to polish it even more because you will be less limited than when you modified the genesis rom




----------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------



Edit: I saw an older version of Sor 2x:



Can you put an option to change the stars hud and use the third bar instead like in this video?

I like how the 3rd bar looks  and the lighting effect around the bars when the 3rd bar is full is really cool.
And its more informative than the stars because you can see exactly how much is left to fill a new star attack.



----------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------



Edit 2:


In that old Sor 2x video,  i saw that you could roll in any direction after getting knocked to the floor (even diagonal) , can you  re-add it as part of the "sor 2x dodge" ? (but with a long roll like the "sor 3 dodge")



----------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------



Edit 3:

This  sor 2 romhack is using Sorr sprites for the running animations or are new sprites?

https://drive.google.com/file/d/1zHPBJgbRpibhrzTYT5YpKisnxP-niZdX/view?usp=sharing




----------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------




 
kimono said:
Thank you Kratus, I promise to follow you during this great SOR adventure and provide some new content along the way.
My idea is to make custom bikes for each player. I'm glad that you will continue this great job for a long time ;).
kimono
Thanks man! I'm glad to have your support during this SOR adventure.

pepodmc

If you put 3 or 4 more years in this, this sor project will be unbeatable in terms of quality, i cant wait to see how this project improves even more in the future.  ;D
Thanks man, I really want to make a good quality game.

About adding custom characters made by other users, i hope you add your street fighter 2 characters, the hack looks great, and i think that now that you know openbor very well, you will be able to polish it even more because you will be less limited than when you modified the genesis rom
In fact it's been a long time dream since 2009, even before the Final Fight LNS. I want to remade my Street Fighter/Final Fight genesis hacks in a separate SOR2X version.

Can you put an option to change the stars hud and use the third bar instead like in this video?
I will make some tests, it can be a bit hard because I need to make an entire scripted HUD. Currently, all configuration is at the levels.txt file.

In that old Sor 2x video,  i saw that you could roll in any direction after getting knocked to the floor (even diagonal) , can you  re-add it as part of the "sor 2x dodge" ? (but with a long roll like the "sor 3 dodge")
This old version is highly unbalanced  ;D
Now the dodge takes the native character speed. For example, Sammy's dodge will have a long move, but Max has a short move.

In the older versions every "dash" move was defined manually and I had a lot of problems to continue updating the game. In addition, if I re-add it, some characters can lose your advantage above others. In case of the SOR3 dodge, it also gets the character's speed and I maintained this functionality to SOR2X dodge too.

However, I can add a diagonal move after getting knocked to the floor (riseattack animation).

This  sor 2 romhack is using Sorr sprites for the running animations or are new sprites?
It looks like they are sprites from the SORR, I'm not sure. I see your translation in this rom, very nice job.
 
This is the ending for the Sor 2 route of the Spanish version im making:







Taking in consideration that Adam is a playable character in Sor 2x, i took out the frames where adam is chained to the wall.

I added to the original ending the last image of SORR ending because i think that the ending looks more complete that way.

About the music, i used the original version of the Sor 2 ending theme because i like it more than the Sorr version.
But, i added the last seconds of the Sorr version at the last part because it fits well to end the cutscene.

And i made the images bigger so they are not very small like the original ones.

I will put the credits of the authors of Sor 2x in a separated video after this one.
 
Nice work with the cutscenes!

Taking in consideration that Adam is a playable character in Sor 2x, i took out the frames where adam is chained to the wall
In fact, I made both Adam and Zan in Sor 2x as bonus characters, this is why they are locked at the first time playing the game.
Sor 1 (and Sor 3 too)  route will be added as a bonus content too, like an extension of the Sor 2 game. However, I'm thinking about changing the game's name after all Sor 1 content is finished, maybe a few things in the history too.

Currently the main history is based on the Sor 2 original history, but you can change that if you prefer. Also, I'm working on some new features to make the translation faster and easier than before.
 
Back
Top Bottom