Great, thanks for the tests! Yeah, I saw that the HUD is zooming but it was not intended, the zoom mus be applied only to the level and entities but now it's fixed.Test 16 has been tested for a while. I forgot to report some problems before and now there are no problems. For example: when zooming, the UI such as the avatar will generate a zoom effect.
Thanks for the tests! About the enemy AI it's good to know that the new code improved it, I'm trying to make them always stay inside the battlefield mainly when playing with a cpu partner.The new script that forces AI to enter the screen is such a wonderful feature, especially with the overzealous AI which camps on the edge of the screen before a boss or enemy even arrives lmao (sure, there's "call partner" button but it's pretty tedious to use very time)
While I was playing the original SOR1 to replicate the same spawn groups in the SORX, I was surprised to see that the enemies are accumulative instead of limiting the group size around 3 or 4 like SOR2 and SOR3 does. Maybe Sega followed Final Fight spawns, which works in a similar way.I've started with SOR1 route and it's weird how i never noticed how numerous the enemy waves are - especially the 2 waves before Abadede miniboss and the one right after him. Usually being swarmed by enemies isn't an issue, but those 3 waves are the only ones that use multiple dangerous enemies with lots of health at once - multiple Noras in wave 1 and Hakuyos in 2 other waves. Usually it's just Galsias and Signals, which don't have that much of attack range and don't stunlock the player. Who knows, maybe I just suck, but I thought I'd mention it in case it needs adjustments - perhaps splitting each of these waves into 2 smaller ones, with 2nd half appearing once the 1st half is defeated?![]()
In addition, in the video below you can see how hard the original SOR1 is if you walk away spawning everyone.
I can take a look, maybe making small adjustments on some ranges can help him to attack more.On the flipside, I think that Bongo boss could attack a little more often, because it doesn't make much sense that a boss who appears after Abadede (who is the toughest SOR1 route boss IMO) is much easier than him.
Yeah, indeed this is a native engine behaviour but it's already listed to be fixed. For some reason the engine prioritizes the layer Z position of characters that are over any platform/wall and the conveyor has a very small platform on it in order to apply the movement.I also noticed a bug during the factory stage: when you stand on solid ground right next to the conveyor belt, enemy sprites that are *behind* the player will be shown on top/in front of him/her. I tried taking a screenshot, but I missed the exact moment this happened![]()
Amazing playthrough as always, buddyAnother playthrough i did
After watching the Break vs Break fight I remembered of adding a code to apply a different palette to the boss version to avoid confusion.
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