SOTN Ultimate (PS1 Version) v1.3
Fixes, Saturn details we had missed, the Saturn horse sounds, and the
source code. Thanks to everyone who played v1.2 and sent reports.
Getting it
v1.3 is a full new build: open the new builder.html and build the disc again
from the same three discs as before (PS1 US, Saturn JP, PSP US). There is no
patch from v1.2 to v1.3. Saves from v1.2 work in v1.3.
If you play with emulator save states: states made with v1.2 hold the old
version's code and will not work properly in v1.3 (crashes or odd
behaviour). Before updating, save your game with an in-game save point
(memory card), then in v1.3 load that save and make new states from there.
The page checks the result: its MD5 must be
d91b259ffca3de1d3449a48755f0818e (checksums.txt has the other values).
Fixes
- Terminus Est and Mourneblade: the slash did not appear and the sword did
no damage. Both now slash and hit, in either hand. - Maria: hit sounds could cut out while playing as Maria. The sound
priorities are revised so her hits always play. - Cursed Prison: the Spear Guards always used their PS1 voices. They now
follow the dub you chose (PS1, PSP or Japanese). - Pixie and Nose Devil: with the PS1 dub they spoke Japanese. They now use
the PSP's English voices, as with the PSP dub. - Olrox's Quarters (both dubs, since v1.1): the Owl Knight's taunt, attack
and pain sounds were silent, and some Owl Knight, owl and Gurkha sounds
played the wrong clip. Every sound there is back in its place. - Japanese dub: the in-game voices (grunts, bosses, familiars) now play at
the exact pitch of the Japanese PS1 release. v1.2 got close; this matches
it. Doppleganger's lines, which could be far off in both dubs, are fixed
too. - Prologue, Japanese dub: skipping the Richter / Dracula dialogue with START
could leave Richter walking left in place with no fight music. Fixed. - Prologue music: after a Richter or Maria game, resetting and starting an
Alucard game could lose the Dracula fight music. Fixed. - Castle Entrance map: after the Alchemy Laboratory, the map could still
show the old save room's door over the Underground Garden passage
(Richter and both Marias, and Alucard in an unbroken run). Fixed. - Cursed Prison (and Soul Prison, Underground Garden): items dropping onto
the stone pedestal a Red Gargoyle leaves behind (coin bags, hearts,
equipment...) were drawn behind it. They are now drawn in front. - PSP Maria: pressing Triangle after a drop kick with no crash available
left her stuck on the ground. She now returns to her crouch. - Rainbow Mantle: every so often the cape flashed a different colour for a
moment. The port had copied a small bug from the Saturn's own cape code
(its colour wave could overflow into the next colour). The colours now
shift smoothly.
New
- Horse ride (Richter and Maria): the Saturn's own hoofbeat while
galloping, and the Saturn's full neigh when the horse rears at the gate,
made from your Saturn disc. - Saturn balance, more of the Saturn's own rules:
- Jewel Sword: each jewel worn as an accessory adds to its attack, as on
the Saturn (Zircon +1, Aquamarine +3, Turquoise +6, Onyx +10, Garnet
+16, Opal +23, Diamond +32; two jewels add up). - Weapon reach: the Saturn's hitboxes for the Basilard, Holy Rod, Star
Flail, Nunchaku and Runesword, and longer punches for the four knuckle
weapons and bare hands. - Level-up: if MP was full, it refills to the new maximum.
- Richter: a new game starts with 100 HP (the prologue stays at 50).
- Saturn Maria: a new game starts with the Dragon Helm (games already
started keep what they have).
PS1 balance keeps the PS1's values for all of these.
- Jewel Sword: each jewel worn as an accessory adds to its attack, as on
- Source code: the mod's full source is now public under the AGPL, as a
fork of sotn-decomp: https://github.com/renanbianchi/sotn-ultimate
The README there credits everyone whose work it uses.
Known
- Sunstone and Moonstone follow the Saturn's real-time clock on the Saturn.
The PS1 has no clock, so they follow play time instead. - Nose Devil, English voices: the PSP has only four English lines for him
(the Japanese pack has more), so he speaks less often than in Japanese.