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Vampire savior 2 arcade us
Vampire savior 2 arcade us








Unlike the rest of the hitsparks drawn in this style which play two animation sequences in succession, this one flips between the two sequences on a frame-by-frame basis.Ī pair of falling sparkles, in small and large varieties, goes unused. Unused General Effect Graphics Ground Slam HitsparkĪ hitspark seemingly intended for moves in which the opponent is slammed against the ground exists unused. The animations are the same as his far standing, crouching, and jumping medium punches, but with slower timing and without offensive hitboxes. Leftover from this in the final game are three launching animations, for standing, crouching, and jumping states. In the location test builds, Victor's Great Gerdenheim powerup super allowed him to launch lightning bolts by pressing medium or strong punch while it was active. Compared to the one used in the finished game, it is slightly flattened out and stuck to the ground at the bottom, suitable for placement around a standing Rikuo. Video of this version of the move can be seen in the promotional video to the right at around 2:45.Īccording to All About Vampire Hunter, Rikuo's Water Jail move originally entailed using the bubble as a shield rather than a trap:Ī slightly different bubble animation left over from this stage remains in the data. However, in the location test version of the game, the move caused Huitzil to summon a backup robot which would turn into the gun turret, which Huitzil would then fire. Huitzil's Final Guardian move causes him to turn into a gun turret and fire several exploding shots.

vampire savior 2 arcade us

However, in the location test version, it spun in a different orientation as compared to the finished game.įurthermore, rather than staying at the center as in the finished game, this version's hitbox clung to the spinning edge of the sword, thus covering a much larger area and making the attack much more effective. This version is also featured on the game's official flyer.ĭonovan's Kill Shred special sends his sword Dhylec spinning through the air at the opponent. The sprites for this version still exist unused in the finished game. Rather than firing a snowflake projectile that traveled in a shallow arc, it caused Donovan's sword Dhylec to fall from the top of the screen, covered in ice. In the location test versions of the game, Donovan's Blizzard Sword special was completely different from the version seen in the finished game. Selecting it reloads the "SCR & OBJ Test Menu".Ī whole boatload of graphics from Darkstalkers such as select screen graphics go completely unused in Night Warriors, as per direct inheritance.

vampire savior 2 arcade us

Scroll 1 Mini Block TestĪ metatile viewer for the 1st background layer.Ī viewer for assembled parts of the respective background layer.Ī scrolling viewer for fully-assembled background layers.Ī scrolling viewer with all 3 background layers linked together. J = jumping, N = standing, S = crouching. HIT MARK: Presumably the type of hit spark used upon hit.

vampire savior 2 arcade us

UNI ATTACK: 1 = Pursuit attack, capable of hitting opponents lying on the floor. DM TYPE: Type of damage state opponent is put into upon hit. DM ADJ-2: Random damage adjustment for low health. DM ADJ-1: Random damage adjustment for high health. HIT TYPE: Hit ID, used to differentiate successive hits within multi-hit attacks. WK: Weak point box ID? This might be a leftover from Street Fighter II, and seems to have been repurposed into clash boxes for projectiles. SIZE-Y: Y origin/radius of selected hitbox. SIZE-X: X origin/radius of selected hitbox.

vampire savior 2 arcade us

It seems to function similarly to the Move Chara mode, but with displays for hitbox and attack-related data: This is the same character animation debug tool present in the previous game, with the difference that the Atari Edit mode is now functional:

  • 9.1 Huitzil Jumping Medium Punch Properties.









  • Vampire savior 2 arcade us