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Releases: tmcleroy/vampire-savior-recomp
Release list
0.1.0-beta.6: fixes from testing
Fixes from testing
A round of fixes from a tester's notes on 0.1.0-beta.5, mostly the colour editor, the model viewer and the ring out.
- Colour editor: choosing a Line shows the animation that uses it most (Bulleta, Victor, Morrigan, Anakaris, Q-Bee). Random colours need a second press on the Random row, so one press by mistake loses nothing, and HK undoes them. Sets can be saved to a character's library and loaded into any set. "Load colour files again" and "Write the game's colours" moved to the editor's menu page.
- Model viewer: no second shadow on the floor, and what a stage has in front of the fighters (Abaraya's kettle, Fetus of God's bulbs) is in front of the character again.
- Ring out: the loser's shadow no longer stays behind, and the drop to the next stage fades through black instead of a hard seam.
- Straight to the title: no longer runs part of a game fast and unseen after Start.
- Windows:
vampire_savior.exeopened by itself starts the launcher instead of closing at once, and no console window opens beside the game. - In-game menu: no text running over other text on the Display and Model viewer pages; the panel is opaque.
The README now gives the palettes folder on each system (Windows: %APPDATA%\Vampire Savior\palettes).
Downloading
| File | For |
|---|---|
VampireSavior-macOS.zip |
macOS 13 or later, Apple silicon and Intel (not notarized: the first time, right-click the app and choose Open) |
VampireSavior-linux-x86_64.tar.gz |
Linux x86_64, Steam Deck, Steam Machine |
VampireSavior-windows-x64.zip |
Windows 10 and 11, 64-bit |
No game files are included: you need your own vsavj ROM set (Japan 970519) with its key.
Everything in this release
- Colour editor: "Save set" keeps the set being edited in the character's library
(palettes/library/<Character>/, one file a set, namedLilith 1,Lilith 2...) and "Load"
puts a saved one into any set: left and right try each on the character, LP loads it, MK twice
deletes it, and moving off the row without loading puts the colours back. - Colour editor: Random colours (the Random row: LK, left or right) needs a second press, and HK
puts back the colours from before them. Choosing a Line shows the animation that uses it most (Bulleta, Victor,
Morrigan, Anakaris, Q-Bee). "Load colour files again" and "Write the game's colours" are on the
colour editor's menu page. The README gives the palettes folder for Windows and Linux too. - Model viewer: no second shadow on the floor (the hidden second player's came round into the
picture when the character walked right); what a stage has in front of the fighters is in front
of the character again ("Stage in front", at its own size). - Ring out: the fallen fighter's shadow no longer stays on the floor, and the way down to the next
stage fades through black instead of the new stage pushing the old one up with a hard edge. vampire_savior.exeopened by itself starts the launcher (straight into the game once a ROM set
is chosen) instead of closing at once; on Windows no console window opens beside the game, and a
start that fails says why in a message box.- In-game menu: a long description no longer runs over the hint at the foot of the panel (Display
page, Custom colours), a long value no longer runs over its title (Model viewer, Animation), and
the panel is opaque. - Straight to the title: no longer runs a game fast and unseen for up to a minute and a half after
Start (the game's step is 0 for a few frames between its screens too, which it took for the board
starting again); only a start or a reset of the board begins the skipping now.
0.1.0-beta.5: custom colours
New: dress the characters in your own colours
vsav-colour-editor-lilith.mp4
The colour editor (in-game menu → Alternative modes → Colour editor): the character in front of you with a panel at the right, worked with player 1's controls.
- Any of a character's ten colour sets (LP, MP, HP, LK, MK, HK, two punches, two kicks, and the two used with auto guard), their own colours or their effects'.
- Each colour's red, green and blue in the board's 16 levels; the colour you choose blinks on the character.
- Random colours for the whole set, again and again; copy and paste a colour; the game's colours back for a colour, a set or the character.
- The character stands in their idle or goes through any of their animations, on a stage or on black or white.
Changes show at once and are saved as you go. To fight in them, choose the character with the button of the set you changed (Lilith with LP, say): arcade, versus, training.
Files and PalMod. Colours are kept as small text files, one a character, in a palettes folder beside settings.ini, so they can be written by hand and shared. Colours made with PalMod work too: put a copy of your set's vm3j.10b edited with it in palettes. Only the characters' colours are taken from it, so it cannot change how the game plays. The README has the details.
"Custom colours" is on in the Enhanced preset (it changes nothing until there are colours of your own) and off in Pure.
Downloading
| File | For |
|---|---|
VampireSavior-macOS.zip |
macOS 13 or later, Apple silicon and Intel (not notarized: the first time, right-click the app and choose Open) |
VampireSavior-linux-x86_64.tar.gz |
Linux x86_64, Steam Deck, Steam Machine |
VampireSavior-windows-x64.zip |
Windows 10 and 11, 64-bit |
No game files are included: you need your own vsavj ROM set (Japan 970519) with its key. vsav-colour-editor-lilith.mp4 is the video above.
Everything in this release
- Custom colours (Display page; on in Enhanced): the characters in colours of your own, from files
in thepalettesfolder besidesettings.ini. A text file a character (Morrigan.txt) changes
any of its ten sets, and a copy of the set'svm3j.10bedited with PalMod gives every
character's colours it changed (their effects' too: poisoned, burned and the like); anything
else such a file changes is left as the game's. "Write the game's colours" puts every
character's own inpalettes/originalto start from. - Colour editor, on the menu's "Alternative modes" page: the model viewer with a panel for
changing a character's colours while you watch, 16 levels of red, green and blue, saved to the
palettesfolder as you go. Any of the ten sets and its effects' lines; copy, paste and the
game's colour back; Random colours for the whole set; the character standing in its idle or
going through any of its animations. - Straight to the title (on the Game page): at a start or a reset, everything before the title
(the memory test, the version and the warning, the notices, the introduction) is run unseen, and
the game shows the title a second or so later. - Hidden characters (on the Game page; off in every preset): choosing Gallon gives Dark Gallon,
Bishamon gives Oboro Bishamon (the one-player game's last boss, whom no code chooses on this
set), and the "?" box gives Shadow, without their codes; for player 1, player 2 or both, and
the alternative modes' fighters too. The board's codes work as before, in a rewrite of the
routines that read them. - Model viewer: Play all, a switch that goes through every one of the character's animations in
turn, each shown once (its last frame held for "Repeat after") before the next. - Model viewer: an animation is one choice, named by its list and number (A34), where there were
two rows; its name is shown for two seconds when it changes (it was never shown: another mode's
readout cleared it every frame). - Model viewer: a Speed choice (full, 1/2, 1/4, 1/8), a wait of up to ten seconds before an animation
starts again, "Reset options" for the page's choices, and left and right stepping through the
list's animations while one is showing. - Model viewer, on the menu's "Alternative modes" page: one character by itself on a stage or on
plain white or black, drawn from a quarter of its size to 25 times, standing (player 1's controls
move it) or going through any of its animations (three lists a character; they have numbers, not
names). - Widescreen (a switch on the launcher's first page, under "Full screen", and on the in-game
menu's Display page; off unless switched on, in every preset, because it changes how the game
plays): fights are shown and played in 16:9, with more of the stage on each side. The players
can go to the wide picture's edges (464 apart at most, where the board allows 336), the camera
stops where the wide picture comes to the stage's ends, and the stage's pieces and the things
thrown that the game only keeps while they are in the picture are kept while they are in the
wide one. The bars stay in the middle. Survival, the endless battle, the ring out and the
viewer's infinite stage are wide too. With it off the game is exactly the board's. Known: some
pieces of a stage come in late at the wide picture's edge, and at a stage's very ends a few
columns of the planes behind are not painted. - Endless battle, the stages scrolling by: the next stage is made ready in time for the end of
the one shown (in the wide picture a stage is crossed sooner, and at the fast speed the
scrolling waited about a second at each stage's end). - 55 of the 58 scripts of the stages' pieces are readable C++ too: every one a stage was seen to use, each checked against the game's own
on its stage. - The stage's code is readable C++ (58 routines: the camera, the scroll screens' placing, the row
scroll table, what is in the picture, the players' edges, the stage's pieces), each checked
against the game's own on every stage; widescreen is lines in it. With widescreen on, the lady
under the bird cage on Feast of the Damned is there whenever she is in the wide picture. - Widescreen: a piece of a stage that the game shows only while the camera is one side of a place
(most of the people and things in the backgrounds) is shown whenever it is in the wide picture; the
lady on Feast of the Damned went while part of her was still in it. - Widescreen: no black bands at a stage's ends, or between stages in the viewer's infinite stage and
the endless battle's scrolling stages: the wall and the planes behind keep inside their painting
(what goes by more slowly than the camera goes by more slowly still), and the building under the
helicopter on the Tower of Arrogance is where it belongs. - Widescreen: on every stage, the pieces that the game leaves alone until the camera is near them
are animated and shown whenever they are near the wide picture, and the three other pieces that
are one thing or another by the camera's side (Concrete Cave, Tower of Arrogance, Abaraya) are
both there. - Widescreen: both groups of dancers on Feast of the Damned are there at once (the board shows one
or the other, by which side of a place the camera is).
v0.1.0-beta.4
- Endless battle: how often the shuffled stage changes (1, 2, 3, 5 or 10 minutes; it was two) and
how fast the scrolling stage goes by (slow, medium, fast) are chosen on its page. - The launcher can be used with a gamepad alone, or with the arrow keys and Space or Enter: a ring
shows what is chosen, A presses it, B goes back, the shoulder buttons change the page. With a
gamepad, Choose opens a list of folders and files in the launcher's own window. - In the in-game menu Space, Enter and a gamepad's A choose and Backspace and B go back, whatever
the game's buttons are set to. - Sound can be switched off: a "Muted" switch in the launcher (off unless switched on) and a
"Sound" row in the in-game menu. - A gamepad's left trigger goes on by a frame only once the game has been stopped (
P, the right
stick's click); it no longer stops the game itself, which a touch of it while playing did, with
nothing on the trigger to start it again.