4 player option ! that would have been crazy. I thought they droped the idea when they switched to SNES but seeing as they talk about the mode 7 it must have been removed later (probably to keep the game running at 60fps).
The path to the water palace/neko is way shorter than what is shown on the map, there probably was some areas that were removed there. That would also explain why there is a canon that goes from potos to the water palace, because now its actually faster to walk if you dont attack enemies. Those shown in the video have the same tileset so it might have been it. It seems early in development tho so it might have been test-maps or other removed areas.
Did you guys ever notice the beaches on the map ? It seems like there was a water vehicle of some sort planned because of how they are connected to places where you can actually go. I made a (quite-long) post about my speculations of how it was suposed to work on the acmlm board : post
New beta version ! heres the list of changes:
- players can be farther appart
- bosses have more HP on hard (twice as much, they)
- characters are invincible while performing a charged attack
- fixed the CPU teleport bugs
- working weapon affinity (+50% damage)
- saber damage is affected (+/- 50%) by enemies elemental type
- faster charging depending on weapon level
- charge-locking* (pressing A while charging)
- strafing (holding R while charging) now works
*I didnt implement resuming after charge locking yet
Here are the adresses for the magic rechaging time:
There are 2 byte for each character that makes a 16-bit number. the first value is the high byte so for example if you set E0A18E to x05 and E0A188 to x0C the sprite (on easy) will have to wait x050C frames before he can cast again. The adresses are in snes highrom format, to convert them to "normal" adresses just change the first 'E' for a '2'. You probably wanted to play on easy but ill give you the adresses for hard too just in case.
Sprite: E0A18E, E0A188
Girl: E0A1D6, E0A1D0
Sprite : E0A17A, E0A174
Girl: E0A1C2, E0A1BC
It would make it too easy to use high-level charges and deal alot of damage since you wouldnt have to wait for the charging.
Hopefuly it wont make things harder to change the background, I have sent ExL's fixed background to -Hiei so he can try inserting it.
My guess for the blurry thing is maybe they had put the title in the background image at first but then didn't like how the title look (or wanted the title to appear on a black background before the tree background is shown) and made a new one but somehow didnt save the background seperatly and they had to fix it quickly so they removed the title, leaving a white empty space and since the new title didnt cover the empty space completely they blended the surrounding area to cover the empty space which resulted in the blurry area. Since the title covers most of it the blurry area the part that are visible dont look bad, but I guess thats why the english version used only the lower part of the image as the english title wouldnt cover it as much and it would have looked bad.
About the bird patterns, I noticed that in the english version they dont go behind the text, maybe they changed something and it caused trouble when the birds are behind the text ? (both version seem to use the same font tho..) Maybe its because of how the background is zoomed, the birds would have looked like they fly too low ?
Oops, heres the patch : V0.8