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- Changes from the CD version
- ---------------------------------
- Changes to make MVS/AES spec compatable.
- Adjuested game data to suit the MVS/AES memory map.
- Removed in game CD loading.
- Added credit counters and made transparent where applicable.
- Enabled centre screen messages; 'insert coin' and 'press start' for example.
- Added an AES game menu.
- Added a main title page.
- Moved Crossed Swords 2 logo higher during attract mode to match the new title page.
- Forced limited continues in AES mode (not unlimited like CD version).
- Stopped 1up and 2up buttons fast skipping the game over sequence.
- Removed Spanish language softDIP option as there is no Spanish language in the game.
- Audio changes.
- Taken music from Crossed Swords 1 as no complete music (with samples) available.
- New Attract mode background music.
- New background music for title page after inserting a coin.
- New background music on all game play levels.
- New background music for battle mode bonus count screens.
- Stopped background music on bonus counts and before shop for smoother transitions.
- Slightly delayed shop music start to make overall game flow better.
- Adjusted attract mode character graphic timing slightly to match attract mode music better.
- Shortened attract mode title page dislay time to account for shorter music.
- Synced 'game over' graphic timing to match the new game over jingle.
- Removed static popping mostly after FM sounds stop playing.
- Removed static popping sounds in some back ground music (noticable in tune 0x14 and 0x1F).
- Track 0x0C now uses a different sample to make it sound better.
- General game play fixes.
- Removed long delay before entering Dirios Arena near the end of Act 4.
- Changed the way the Skeleton Worm boss level draws at the end of Act 8. I suspect there was a lift up graphical sequence removed or planned.
- Improoved delays (shorter and longer) before some mid/end level bosses appear.
- Removed the long delay before bonus screen tally starts in battle mode.
- Fixed act 9 so you don't run out of Ninjas to kill so easily before the boss.
- 33 Sound FX additions and fixes (issues that existed in the CD version of the game).
- Attract mode lightning.
- Attract mode game logo lead in and display.
- Slowed down bonus count FX so it does not trigger as often.
- Six differnet magic spells that had no sounds.
- Character choose and select.
- Game mode choosing.
- Opponent select and choose in battle mode.
- Zain and Gimell visits during the game.
- Building crumbling at the end of act 2.
- Pail's fly in (act 2 end).
- Mobile Rat weapon charge (act 2 end).
- Mobile Rats other punch (act 2 end).
- Kaeru Warrior growing from small frogs (act 3).
- Kaeru Warrior spitting (act 3).
- Kaeru Warrior spit draining energy (act 3).
- lift shaking (act 4).
- Devil's Eye gas attack sound priority.
- Devil's Eye scream after death removed.
- Blue Mage's appear from ground (act 5).
- Scarlet Mage's warp in (act 5).
- Mage weapon spins (act 5).
- Mage fly attacks (act 5).
- Cut scene at the start of Act 6.
- Ninjas appear from ground (act 7).
- Gold Knights appear (act 8).
- Kathutashi's & Shibatashi's appear (act 10).
- Gold Ninja's jump to edge of screen (act 10).
- Zain and Gimmell dodge (act 11).
- Scarecrows hop (after the use of magic).
- Nausizz using magic.
- Nausizz transformations.
- End game temple crumble start.
- End game temple colapse scene.
- 63 Graphical Fixes that existed in the CD version.
- Now uses newer Neo Geo default font (first 0x300 tiles).
- Edges of Nausizz in attract mode.
- Glitching near the top of screen as Nausizz rises in attract mode (now less falling stars).
- Color in a few tiles just under temple in the sky (attract mode).
- Ninja character in attract mode (edges, shrinking).
- Knight character in attract mode (edges, transparencies and bad color changes).
- Knight character head glitch in attract mode as other characters start to shrink.
- Improved the small Crossed Swords 2 logo that is shown during demo play in attract mode.
- Character font allignment, caused some bad letters like 'z' of example.
- Added 'TH' to places 5th to 9th in the high score table.
- Incorrect Guard spelling in the FIX tiles.
- Incorrect River spelling in the FIX tiles.
- Game start timer position.
- Fixed copyright text centering.
- Fixed missing graphics on the how to play screen.
- All character select screen information now visable.
- Skull graphic on character select screen (eyes).
- English text formatting on game mode select screen.
- Female character color in lower left picture rectangle on the mode select screen.
- Tile clipping in lower left and right picture rectangle on the mode select screen.
- Loose round skull pallette in battle mode.
- Map pointer during fade in and out (color is a little different also).
- Ceneter 'ACT' messeges for level 1 to 9 at the start of a level.
- Player knight characters sword placement after attack while moving right.
- Some tiles and colors at the start of act 1.
- Edges in Guards legs in act 1.
- Nausizz jumping one pixel to the right when he appears in act 1.
- Some tiles and colors at the start of act 2.
- Some tiles and colors of floor and mountains at the end of act 2.
- Partial Blank background as floor rises at the end of act 2.
- Gammer/Kaeru Soldier character in act 3 to improove sprite shrinking.
- A tile at the end of act 3.
- Floor just before lift in act 4.
- Bad shadow Knight avater fade when entering Dirios Arena.
- Rogue pixels in various tiles in act 6.
- Bad tiles above background trees when Gammers explode.
- Unfinished grass between the trees at the end of act 6.
- Some tiles and colors at the start of act 7.
- Background mountian color next to castle in act 7.
- Missing tiles right side of castle in act 7.
- Bad looking floor (supposed to be lift) as skeleton Worm appears at the end of Act 8.
- Screen blanks when the Skeleton Worm appears at the end of Act 8.
- Rouge 8x16 transparent rectangle in act 9.
- Missing aurora tile visible through cave hole in act 9.
- Rouge pixels and tiles in ice through act 9.
- Incorrect transparancy at the start of act 10.
- Duplicated colors in the water pallette in act 10.
- Some rock tiles at the start of act 10.
- Rouge pixel over the second section of water in act 10.
- Rouge pixels over the last second section of water in act 10.
- Rouge pixels on floor just before giant waterfall in act 10.
- Rouge pixels at the start of act 11.
- Colors in a couple of sky tiles in the start of act 12.
- Rouge pixels in the stairwell backbrop in act 12.
- Nausizz health bar glitch during screen fade at the start of final fight.
- Rouge pixels in Nausizz fight act 12.
- Two badly rotated tiles during Nausizz devil transformation.
- Gap in right side of temple roof as it falls in the end game sequence.
- Missing top border during a section of the end game sequence.
- Bad pixels in knight pictures during the end game sequence.
- Bad edges of Nausizz during the end game sequence.
- Bad edges of small characters during the end game sequence.
- Placement of 'O' in 'programmer' of ending credits.
- English text improvements.
- Synced and improved English text with graphics during how to play instructions.
- Synced and improved English text with graphics during the Karividu arena intro and end.
- Improoved English text and timing during ingame story sequences.
- Improoved English text in the shop.
- Synced and improved English text with graphics during the end game sequence.
- Fixed other English grammar here and there.
- Other changes.
- Shamless mention during the end game credits.
- Known Issues.
- Lightning spell during game can look bad at the top of the screen (happens in CD version already)
- Samples 0xA7 and 0xA8 are not exact (unsure if they are used anyway).
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