I was able to replicate the purple effect capturing the sprites, applying scale and binding to the main character.Getting close just need the purple effect.
I was able to replicate the purple effect capturing the sprites, applying scale and binding to the main character.Getting close just need the purple effect.
To be honest I'm not a big fan of this feature in the SoR series because the intros are very simple, just walking.Is it possible for you to make the Characters Walk/Run into frame at the beginning of each Stage/Section like in Sor2&3?
nice, I saw you removed his shadow - its a limitation of the drawmethod clip, because the character will still show the full sprite, not the clipped one. Same for mirror.I was able to replicate the purple effect capturing the sprites, applying scale and binding to the main character.
its a limitation of the drawmethod clip, because the character will still show the full sprite, not the clipped one. Same for mirror.
shadowmethod = plainmethod;
shadowmethod.fillcolor = (shadowcolor > 0 ? shadowcolor : 0);
shadowmethod.alpha = shadowalpha;
shadowmethod.channelb = shadowmethod.channelg = shadowmethod.channelr = shadowopacity;
shadowmethod.table = drawmethod->table;
shadowmethod.scalex = drawmethod->scalex;
shadowmethod.scaley = light.y * drawmethod->scaley / 256;
shadowmethod.config = (shadowmethod.config & ~DRAWMETHOD_CONFIG_FLIP_X) | (drawmethod->config & DRAWMETHOD_CONFIG_FLIP_X);
shadowmethod.config = (shadowmethod.config & ~DRAWMETHOD_CONFIG_FLIP_Y) | (drawmethod->config & DRAWMETHOD_CONFIG_FLIP_Y);
shadowmethod.centery += alty;
if (shadowmethod.config & DRAWMETHOD_CONFIG_FLIP_Y)
{
shadowmethod.centery = -shadowmethod.centery;
}
if (shadowmethod.scaley < 0)
{
shadowmethod.scaley = -shadowmethod.scaley;
shadowmethod.config ^= DRAWMETHOD_CONFIG_FLIP_Y;
}
shadowmethod.rotate = drawmethod->rotate;
shadowmethod.shiftx = drawmethod->shiftx + light.x;
// f = current sprite pointer
spriteq_add_sprite(qx, qy, z, f, &shadowmethod, 0);
if (use_mirror)
{
shadowmethod.config ^= DRAWMETHOD_CONFIG_FLIP_Y;
shadowmethod.centery = -shadowmethod.centery;
spriteq_add_sprite(qx, sy, sz, f, &shadowmethod, 0);
}
Thanks buddy. It's true, I removed the shadow at the last frame.nice, I saw you removed his shadow - its a limitation of the drawmethod clip, because the character will still show the full sprite, not the clipped one. Same for mirror.
Your AUBF character intros are amazing. I didn't add the SoR ones because I think they are too simple, just walking.About the walk intro, I like the idea. In, AUBF, I use a specific animation for everyone (which check the X position and then force them to idle) and just use an simple cody in any entity of the stage to force the players on that animation.
on PDC3, I've changed this and there is an entity which simply controls the players.
It's a nice touch for sure.
Yep, in the SORX I have a script that replicates the engine shadows (both rounded/gfx).Same goes for mirrors, which, unless I am mistaken, @Kratus developed a system for.

If possible could you make Sor3 Shiva's Punch Animation Order more similar to his Sor2 Version and also Sor4 (Change Palm Palm Punch Kick To Punch Punch Palm Kick)Thanks buddy. It's true, I removed the shadow at the last frame.
Your AUBF character intros are amazing. I didn't add the SoR ones because I think they are too simple, just walking.
If I'm not wrong I have an old backup which I coded this kind of feature for machok/danno during the SF89 development. I will make some tests.
Yep, in the SORX I have a script that replicates the engine shadows (both rounded/gfx).
I only didn't add in this case because the Yamato's death animation ends very quickly, people will notice it when the character's sprite is almost totally clipped.
View attachment 12749
Friend, in this case I will need to skip this change in order to keep the original, but I can think of changing it in the Super Shiva.If possible could you make Sor3 Shiva's Punch Animation Order more similar to his Sor2 Version and also Sor4 (Change Palm Palm Punch Kick To Punch Punch Palm Kick)
### BETA 34.FINAL ###
- Game: Applied a code to keep the current player name when using a continue after dying and losing all lives.
- Game: SOR3 Ash/Shiva update, inverted the default color map to match the playable version in the classics.
- Game: Added an option to change the cover/logo type (USA/JPN) in the level select menu by pressing the special button.
- Game: Fixed the infinite wall jumping for specific characters (Blaze, Sammy, etc).
- Game: SOR3 Yamato update, added the classic...
is super shiva gonna have a custom portrait or just reuses his existing ones?Friend, in this case I will need to skip this change in order to keep the original, but I can think of changing it in the Super Shiva.
Usually I make the enemy portraits based on their sprites. I will try to create something good using his sprite sheet.is super shiva gonna have a custom portrait or just reuses his existing ones?
In the original he's using collar grab punch though as his attack 2 and it looks weird. Attack 1 has more range than attack 2. I don't understand why they don't use the same as SOR2 because the simillar as SOR2 attack 1 sprite is in there in the rom but unused.Friend, in this case I will need to skip this change in order to keep the original, but I can think of changing it in the Super Shiva.
sorr.forumotion.net

In the SORX I put the collar grab punch only for grabbing attacks. I added the unused sprite like SOR2 in the attack2, this way having a longer range.In the original he's using collar grab punch though as his attack 2 and it looks weird. Attack 1 has more range than attack 2. I don't understand why they don't use the same as SOR2 because the simillar as SOR2 attack 1 sprite is in there in the rom but unused.
It's true, thanks. I will add in the next update.- Blaze BK3 kunai blitz and weapon special should have the same as knife
I checked and can confirm that in some cases he throw 5 stars. I can add as a 1 star move in the next update.- IIRC BKM Harakiri also throw 5 stars, I forgot about the condition though. Maybe when in low health?
I checked right now and can confirm it. Will be added in the next version.In the OG BK3 Break suplex instead of slam on back grab
This is relative, enemies increase/decrease speed randomly. But in this case I will keep the SORX patterns, once the difference is very small.And I think he's faster even in "normal" mode (not in low health) but I'm not really sure on this at least when he's doing back walk he was fast
This is just due to a code I added to randomize Break palettes between SOR3/BK3, nothing special in this case.Any reason why pal color changed to his SOR3? Is it to differentiate him and Axel? Don't get me wrong, I hate clone/doppelganger chars but Break has "similar" color pal as Axel has a purpose in the story is to framed Axel and the differences in the gloves and headband color is enough to differentiate them. But since SORX is not story based, so yeah.. (Or is there setting to choose SOR3 or BK3 color pal bosses that I didn't know of?). If it's to differentiate them, what I did is changing Break special and blitz fx into more electrical.
Sorry friend, I think that honestly these points do not add too much to the boss fight, since all the moveset already is present and they behave very similar to the original.Mona and Lisa (BK3/SOR3)
Any chance to make them behave like in the original game?
- The twins have 1 frame differences when doing flip
- The sync spin kick
- They have different moveset. Mona is more of a grappler? (unles doing co-op special or sync spin kick) and Lisa is more of a striker. When one of them died, the remaining can used the other moveset. CMIIW here, it's been a long time that I played OG BK3.
Ok, I will add them.- SOR3 Skate Corkscrew Kick that I edited to make his horizontal Special is using Criss work from this thread
- And Patataboy (Olivier PIGNOT) deserves a mention too![]()
SOR Sprite Edits, Fake Screens, & Original Work - Page 9
Sounds good to me I hope you add some unused stuff.sorr.forumotion.net
https://www.deviantart.com/patataboy/art/Combotest1-6-50ms-363100289
Tested and can confirm it. Not only forward special, but any move that requires a direction will not work with default keys if the attack/action keys are remapped to other keys. But since the remapped keys work fine, just ignore the default native ones.Glitch
For the longest time I have this weird glitch. I didn't mention about it here because I always thought it was my notebook but recently I clean install my OS and change my drive into SSD and even used external keyboard but the glitch still there. I don't remember SOR2X have this same glitch or not and I don't know if it's from the engine or the game.
So basicaly this is my keys config and look closely I had not sign F keys in any of them
Will the UK SoR3 box art also be added?
The classic version uses the original genesis resolution but still widescreen. Basically the same game, there's some small changes in the level design due to having less space on the screen.Hey, sorry for the dumb question, but what's the difference between the windows and windows classic download?
Do you mean this one? I will think of a way to add it, since I'm coding them 3 in 3 (usa/jpn).Will the UK SoR3 box art also be added?

I really love this idea but I think SOR3 Rocket design too "modern" for SOR1. I edit this SOR2 Jet with short hair and wears goggle (in SOR2 the goggle was there but he never wears them). I haven't test it in animation though.If you are tweaking the elevator level from sor1 I noticed some suggestions and feedback in comments elsewhere about “fun additions” and quality of life improvements.”
It always bothered me that there was no proper boss for the sor1 elevator level. I saw on YouTube a suggestion about using one of the rocket men from sor3 as a boss at the level’s end (the one with the goggles?)
If that bothers purists then maybe make it an option in the menus. Just a fun suggestion since I agree with the other feedback about it.
