# [2.4.2] - 2023-05-20 ## Added - Pattern Composite filter ## Fixed - Controls not saving properly when using different controllers than the predefined ones # [2.4.1] - 2023-04-04 ## Added - Option to reset controls ## Changed - Assigning B or C to backattack restores the original B+C for backattack behaviour - Delay desync feedback for a smoother netplay experience ## Fixed - Crash on loading invalid / inconsistent controls - Wrong versions comparison when a version has more than 3 components - Replays of valid runs no longer display as "practice" # [2.4.0] - 2023-02-19 ## Added - Mania Plus - Slowdown simulation for classic mode (optional) - Option to toggle full-screen / Windowed - Load / Save state support for Android - Host of online games can load state - Randomizer by K.O.s and random enemy swappers (experimental) ## Changed - Skate have iframes after throw and at start of back-attack - Improved Skate run detection when facing the opposite direction - Skate can do back-attack and pick-up items while running - Remove iframes for Signal, Barbon and Jet after a throw - Can grab or stun Jet during grounded rocket kick - Maximum number of enemies on screen vary with number of players - Very Easy is locked until completing Hardest - Megamania spawns - Increase Max grab area in 1 pixel for each side - Netplay host is player 1 instead of player 4 - Jet and Abadede no longer grab players during players standup i-frames - Can select between classic and new era controls - Can select between classic and new era fighting mechanics - Lower knife galsia speed limit - Can always throw weapos with B+C - Cancel control rebind by pressing back - Display "practice" on game mode when running without standard settings - Preparation changes to accommodate future game modes - Buffer attack input on vaults, grab jumps, blitz and specials - Restore some movement delay frames on combo hits - Update to Unity 2022 ## Fixed - Enemies and players displaying empty lifebars on low health - Losing grab when grab attack hits someone else - Bad alignment of characters names in character select screen - Jet and Abadede grabing player during invincibility - Grenade bikers disappearing while still inside screen - Pickup weapon & backattack overlap - Player 2 not being able to join mid-game on Classic mode - Held weapon z-order - Memory leaks between scenes - Delayed spawns not working correctly with mania+ and megamania extra spawns - Enemies health not displayed when hit by NKB shadows - Glitched grabbed enemy when a thrown weapon hits somebody else - Combo not reset on grabs - Crash on loadstate - Vehelits explosion snapping to playable area. - HUD disappearing after stage 4 - Scanlines size and z-order with UI - Sprites misalignment with character's position - More tear lines edge cases - HUD displaying wrong enemy when an enemy is hit by thrown weapon - Occasional input drops - Delayed throw glitch not causing any damage - Shadows in Ninpo Kage Bunshin picking up food - Multiple input on menus # [2.3.0] - 2023-01-09 ## Added - Speedrun references during replay ## Changed - Player drop weapon when grabbed by jet - Improve wall collisions for characters and weapons - Revamp of atomic drop code to fix original bugs ## Fixed - Staying inside the wall (players and enemies) - Becoming stuck on containers - Enemy misalignment when grab jump with Max against containers - Safe landing awarding points - Skate throw not awarding points - Sprites alignment on screen # [2.2.1] - 2023-01-05 ## Added - Compatibility with all versions 2.2.x - Show game mode and difficulty at start of the game, for speedrunning and online games ## Changed - Don't end game when pressing back with chat open and game paused ## Fixed - Order of game modes in Best Times screen for Android # [2.2.0] - 2023-01-01 ## Added - "Press any button" on disclaimer and credits ## Changed - Prioritize nearest item on pickup (except weapons) - All chadows die on player death, Ninpo Kage Bunshin - Classic mode with interpolation for online mode - Friendly fire selectable on main options ## Fixed - Bong fire counting for "It's like boo" achievement - Quake effect not playing sometimes - Grab combo enders animation ending / canceling on enemy release - Camera scroll triggering way to the right - Stage Start / Clear wrong alignment on screen - Weapon throw not hitting left walls (stage 5) - Players and enemies position not snapping correctly on left walls (stage 5) # [2.1.0] - 2022-12-19 ## Added - HUD icons using selected palettes - Display game mode and difficulty on online lobby - Display version number on main menu - Save last netplay code on playerPrefs so that one can rejoin a previous game after reopening the game (e.g. after a crash) - Touch screen controls - Hot-reloading of controls - In-game chat - Betatesters on Credits - Online game descync detection and recovery (resync) - Enable Loading state from menus - Speed limit for Knife Galsias - Replay last run from Best Times screen ## Changed - Megamania stage 1 extra electras have iframes - Achievements and speedrun timer inside playable area - Change scroll limits of stage 1-2 to hide palette change on wall poster due to widescreen - Stop clock on slowmotion (boss death) - Atomic dropped character is invincible during the move, preventing glitches - Deal highest damage from multi-hit during the same frame - Don't quit game from pressing back on main menu - "Go" effect closer to screen edge - Display more than 9 lives - Display more than 999999 score - Remove stretch screen option (until proper fix) - Returning to main menu defaults selected option to play game - Clear combo on jump, knockout and grab moves - Don't buffer attack or special if not alive - Discord link on credits redirect to #chat instead of #ideas-and-feedback - Increase Max grab area - Improve grabbing after a jump - Prevent entering game from lobby too fast - Don't waste weapons near screen edges - Keep timer on custom runs, just don't count for best times - Slight increase on Blaze combo end damage to match better with enemies health (avoid empty healthbars) - Increased game input buffer size and resync on overflow - Improved feedback when waiting for other player (e.g. due to pause) - Ignore vertical world collision detection while grabbed - Refactor effects buffering - Guards on view code to prevent crashes - Always use stretch screen - Online mode wait for players to load backgrounds - Resolve warnings - Invincible Beano (Jack) on stage 1 MegaMania - Less time required for charge attack - Cancel attack with defensive special - Break grabs with defensive special - Safeguards on grab cancelation - Enemies don't grab players during first 20 frames of a special (except jet) - Galsia and Donovan can pick weapons offscreen - Disable timer when load state is used - Change spawns for Stage 4-3 signals - Prioritize specials before grabs when landing from jump - Players jump takes 1 less frame, for better accuracy wwith original ## Fixed - Stage 8 last wave missing from time splits on Best Times - Jet stuck on left wall on stage 7 when hit at his spawning point - Stuck handshake on blocking enemies - Hakuyo fire fist hit sound triggering multiple times - Do not interpolate when items just spawns on screen - Held weapon accompany player position when weapon is invincible - e.g. skate run - MegaMania stage 7 bongo spawn in the air - MegaMania stage 5 biker spawn in the air - Player becomming invisible after moving to next scene - Stage Start/Clear text animation interpolated and framerate dependant - Stage clear text staying on screen on next scene (tentative) - End game credits softlock (tentantive) - Hud glitch on player disconnecting - Enemies attacks doesn't add score to player on Ninpo Kage Bunshin mode - Fix sound triggering multiple times on returning from controls screen and select character screen - Clear character icons on load state or clean sessions - Previous scene reloading from rollbacks at the start of the next scene - Camera not snapping correctly on load state due to camera interpolation - Clear item's held information on getting an available item slot - Fade callback not being called when replacing with a new fade action - Tearing of backgrounds and sprites on resolutions not multiple of the original resolution - Z-order when thrown by enemies - Select screen player text displaid on top of a character (tentative) - Hard to perform backward jump and backward grandupper - HUD effects malfunctioning during online - Biker wrong name and health in stage 2 - Missing HUD after player game over during online games (tentative) - Don't trigger blitz from charge attack - Don't trigger blitz from back attack - Knife Galsia getting negative distance for it's calculations - Galsia moving instantly after picking knife - Ignore containers collision if already inside them - Inside screen padding calculations for widescreen, used by many enemies - Stuck input between stages (new tentative fix) - HUD health checks against maximum health - Blaz defensive special escaping from grab skipping the backflip physics - Extra life at 950000 points - Sounds cracking # [2.0.0] - 2022-11-04 # Added - Support for 4 players - Support for Widescreen - Controls rebind - Save controls, settings and progress - Stage start/clear scenes - Elevators stopping sounds - friendly damage on/off - Truck and boat camera movements - Blink on iframes and charge attack - Allow second player to join for classic mode, when playing locally - Shaders for stage 2 and stage 6 water wavings, and stage3 - Stage 3 Swinging boat background tilting back and forth - Stage 5 water effect - Replay service & turbo skip - Custom game mode options - Menus - Screen filters (RetroTVFX) - Alternate palettes - Continue - Game Over - Player Select in-game - Bikers cheering waiting for Hakuyo on stage 2 truck - Reprodution of stage 7 bots glitch with 6+ dropped weapons - Best times, speedrun capabilities - Achievements - Online coop - Stage 7 robots easter egg (6 items glitch) - MegaMania difficulty - Ninpo Kage Bunshin game mode - Galsia/Donovan pick weapons on MegaMania - Locked difficulties and game modes by achievements - Time travel interpolation, for better online experience - HUD different z-order in relation to gameplay sprites depending on level-wave (Classic only) - Reading ROM on Android - Unity & Photon logos on credits - Smooth controls - Game ending cutscenes (except text) - Display amount of content unlocked in achievements - Readme # Changed - Hide Galsias/Donovans waiting to fall from sky - Discard input if already holding the same button - Mimic Skate ability to run between transitions - Stage 7 elevator last background (ignore the unused version) - Mr.X & Shiva positioning in stage 8 - Rework slowmotion and disable input on boss kills (except charge attack) - Prevent multihit "handshake of doom" on players - Enable defspecial when grabbed from back - Max can use special during neck breaker / bear hug - Offspecial in the direction of active controls - Improved Vehelits collision box - 1 extra enemy for every extra player there is - Reduce stage 4 elevator stop time - Fade out of stage 2 truck automatically if taking too long - Prevent lost exceptions - Improve discplaimer text areas - Increased thrown weapon lifetime - Framerate independent - In-game UI text adjustments to mimic original - Items spawn immediately from containers - Keep carried weapons between scenes - Mr.X bullet ricochet independent from subitems count - Use widescreen on menus - Stop music during pause - Thrown weapons by players doesn't hit other players with friendly fire off - Shiva enemies (MegaMania) die when shiva dies - Interpolation of camera and entities position - Smoothen world collisions for players and enemies - Disable anti-aliasing - Don't reschedule scene exit effects to prevent issues with rollbacks - Prevent pause during transitions - Make all enemies health boxes at least as tall as signal, preventing miss hits (e.g. robots) - Improved Blaze combo end - Skate diagonal run - Enemies break out of handshakes after a while, preventing getting stuck on multi handshakes - Replace exceptions with logs - Don't display other players HUD when interacting with them - Explosions have no name - Stage 2 all jets are bosses in MegaMania - Copyright notice to reflect a single developer # Fixed - RBear punches range, jump probability - RBear invincibility on grabs during uppercut - Abadede hit defspecial while being grabbed - Shiva and ninja AI chase modes - Barbon teleport - Hakuyo drop from sky distance check - Big-Ben bongo AI fire and jump decisions - Enemies on foes damage chasing enemies that are ignoring walls - Tentative fix on stuck keys between transitions - Players death - Slow jump and failed hits due to hit pause "storage" - Tentative fix for "after taste", hitting and getting hit in same frame - Grenades not hitting enemies and containers - Weapon throw hit detection - Stage 8 backgrounds - Tentative fix for music exceptions and deadlock on stop - Items not moving on treadmills - Wrong grabbing area (thanks to replay) - Vehelits healthbar - Lifes borrowing - HUD cleanup after continue - Weapons disappearing near screen edge (except on classic mode) - Zamza fade-in faster on stage 3 - Throw glitches when enemy is hit at the same time - Vault when enemies die due to boss clear - Players respawning with weapon when killed by Jet grab dive attack - Prevent invincibility glitches on factions mode when enemies throw each other - Palette fading effects (Jack, Zamza) cancelation and not retriggering online - Z-order of grabs near top and bottom playable edges - Weapons cleanup on scene transitions - Enemies get more stuck on walls in classic mode - Stage 1 rain layer behind HUD on classic mode - Items spawning / disappearing within widescreen coordinates - Stuck input on scene transitions (tentantive) - Certain players and enemies animations with length of 1 extra frame or 1 missing frame # [1.0.6] - 2022-07-03 ## Added - Save / Load state (F5/F8) - Support for 20 enemies - Shiva AI - Mr.X AI ## Changed - Z-order between characters and items - Clear input on scene loading - Clamped unused space in sprites - Enemies target others by type on experimental mode - Improved throw glitch replication and associated softlock removed ## Fixed - Stage 7 metal crates art - Stage 8 elevator entry - Stage 8 missing tiles - "GO" sign z-order - Energy refill between stages - Hacked a 1 pixel offset for items positioning # [1.0.5] - 2022-06-14 ## Added - R.Bear AI - Particle (robots) AI - Backgrounds for stage 6, 7 and 8 - Stage 7 conveyor belts - Electra fall from sky - Biker throwing grenades from background - Stage 2 truck exit transition - Stage 2 lights shake on ground quakes - Stage 4 elevator movement and scene transitions - Stage 7 elevator movement - Stage 8 elevator movement ## Changed - Audio loading - Improved scroll loop - Improved scene transitions - Backgrounds caching ## Fixed - Vehelits health display - Signal sliding AI decision making - Missing pixel height in grab dettection - Stage 7 Jack palette - Collision with left diagonal walls - Stage 5 scene enter offset - Weapon handling during transitions # [1.0.4] - 2022-05-29 ## Added - Kickboxer AI - Abadede AI - Big-Ben AI - Ninja AI (including Kunai & Sword versions) - Vehelits AI - Zamza AI - Stage 5 backgrounds ## Fixed - Using special to escape grab - Jet dive-kick preparation physics - Jet hoovering animations - Music fadeout # [1.0.3] - 2022-04-25 ## Added - Stages 3 and 4 backgrounds - Used libs in credits - Galsia/Donovan standup and fall from sky behaviours - Hakuyo AI - Jet AI ## Fixed - Shadows when characters are not rendered - Number of enemies per players count # [1.0.2] - 2022-04-25 ## Added - Stage 2 scenes (art and scrolling) - Biker, including bikes, grenades and explosions # [1.0.1] - 2022-04-15 ## Added - Debug stage & scene input fields ## Fixed - Visual health bar not updating on scene transition - Visual enemy health bar not updating on block - Visual enemy health bar not updating correctly on thrown weapon hit # [1.0.0] - 2022-04-10 ## Changed - Logo - Easiest text to V.Easy ## Fixed - Duplicate directional controls on controls screen - Apply background palette rotation to game sprites (e.g. lamp, containers) # [0.10.6] - 2022-03-23 ## Changed - Don't keep state for backattack and pickup buttons - Change order of button checks to enable binding the same button to both backattack and pickup actions ## Fixed - Jack attack distance check. # [0.10.5] - 2022-03-23 ## Fixed - AI levels for enemies with less than 11 AI levels # [0.10.4] - 2022-03-22 ## Fixed - Held buttons during transition not effecting on transition end - Hud not displaying enemy health sometimes - Skate offensive special lacking i-frames - Enemies hit by thrown weapons not showing in HUD # [0.10.3] - 2022-03-22 ## Changed - Improved controls rebind ## Fixed - Backattack and pickup dedicated buttons acting during transitions - Fadeout music late on walkout scene transition # [0.10.2] - 2022-03-20 ## Changed - Replaced Unity input binder by custom code # [0.10.1] - 2022-03-20 ## Changed - Restrict input bindings to avoid getting stuck - Set "New Era" as the "Company Name" in Unity, instead of "Default Company" ## Fixed - GO effect showing 8 times instead of 7 - HUD health update rate - Clock timer calculations - Items not updating on scene transition's auto-move # [0.10.0] - 2022-03-19 ## Added - Logo - Splash screen - Player select screen - Credits screen - Controls screen - End Game screen - Pause game - Foes damage mode - Button for back attack - Button for pick-up and drop / throw items - Store last game configuration in player preferences ## Changed - Disclaimer include link to original Streets of Rage 2 on Steam - Auto-detect SOR2 Steam version - Prioritize food when picking up items ## Fixed - Music startup glitch - Jack thrown knifes hitting enemies # [0.9.0] - 2022-02-28 ## Added - Containers, weapons, goodies - Knife Galsia & pipe Donovan - Jack AI ## Changed - Randomize RNG seed when not starting at stage 1-1 ## Fixed - Enemy custom variables not reseting when spawned # [0.8.1] - 2022-02-23 ## Added - Barbon AI - Electra AI - Electra & Barbon particles - Boss death slowmotion effect # [0.8.0] - 2022-02-14 ## Added - Heads-Up Display (HUD) - Score system - Time limit - Priority audio channel ## Fixed - Grab cancelling and recover from mutual throw glitch # [0.7.3] - 2022-02-12 ## Fixed - Hit and dust effect Z-Order # [0.7.2] - 2022-02-12 ## Fixed - Ground hit sound plays only when a quake effect takes place # [0.7.1] - 2022-02-12 ## Fixed - Project version # [0.7.0] - 2022-02-12 ## Added - Enemies spawn per scene - Alternative palette per scene - Select difficulty at placeholder entrypoint - Players getting hit and knocked out - Enemy and player death code - Players respawn - Thrown enemies knock out other enemies - Galsia & Donovan AI (except with weapons) - Signal AI ## Changed - Limit audio to a single source (mimicking the original) - Carry enemies at scene entrance ## Fixed - Enemies collision with screen boundaries - Rendering of overlapping tiles in sprites - Get hit when grabbing - Standup invincibility timer for players # [0.6.0] - 13-01-2022 ## Added - Musics per level / scene - Collisions with camera boundaries - Collisions with level limits, including diagonal walls - Levels background & foreground art, preloading / unloading on scene transitions - Background palette rotation effects - Level scrolling - Scene transitions - Start game at any given level / scene - Stage Start & Stage Clear placeholder animations - All stage 1 scenes ## Changed - Resolution to native Genesis / Megadrive screen size - Scene transitions are now part of the game updates - Enable input during transitions, possibilitating skate run on entrance / exit # [0.5.2] - 28-11-2021 ## Added - Load voices - Load sfx - Load music # [0.5.1] - 21-11-2021 ## Added - Shadow read from ROM - Hit effects read from ROM - Ground dust effect read from ROM ## Fixed - Sprite pieces FlippedX and flippedY reading order from ROM # [0.5.0] - 21-11-2021 ## Added - Require SOR2 ROM to run - Load entities from SOR2 ROM - Palette swaps # [0.4.4] - 05-11-2021 ## Fixed - Blaze combo end positioning - Combo reset (e.g. after special) - Blaze combo end wrong sprite # [0.4.3] - 04-11-2021 ## Added - Rebind A B C buttons from entry point ## Fixed - Hits duration - was counting one extra frame for all hits # [0.4.2] - 24-10-2021 ## Fixed - Sprites scaling # [0.4.1] - 24-10-2021 ## Added - Basic loading screen ## Fixed - Audio loading on Mac # [0.4.0] - 23-10-2021 ## Added - Hit effects - Sound effects - Quake effects - Shadow when characters are in the air # [0.3.2] - 18-10-2021 ## Fixed - Throw frame positioning mismatches # [0.3.1] - 17-10-2021 ## Fixed - Offsets in Skate head punches # [0.3.0] - 17-10-2021 ## Added - Attack - Grab - Throw - Dummy enemy # [0.2.1] - 26-09-2021 ## Fixed - Jump incorrect timing - All characters basic moveset correctly set ## Changed - Keystroke demos are named after character name # [0.2.0] - 17-09-2021 ## Added - Test base player movements: only Max complete, no enemies, no walls - Simple menu to chose character - Replay demo input from Gens Re-Recording v11c ## Removed - Kind Viewer # [0.1.0] - 09-09-2021 ## Added - Kind Viewer - use keyboard arrows to cycle characters & animations