Golden Axe Remake

Complete Golden Axe Remake 1.5

No permission to download
Project is completed.
Hi nemesislivezx and thanks, the extended GA1 Genesis level is planned for the next updated as the GA3 eagle stage (at 26:42) :
I just need to rework the background gfx to fit with the arcade.
 
Howdy folks, Any chances of making it work on PS Vita? Crashes after "loading models" on splash screen.
Porting to Dreamcast perhaps also? (if only this could run from a serial adapter too)

Cheers!
 
Hello kimono,

Sadly but there are no files in Logs folder. The game just trying to boot and than it crashes to PS Vita main menu.
Vita uses OpenBor 1.2 if that makes any difference
 
@snejk: I can help you if you have an error reported at openborlog.txt but I don't if the PS Vita is still supported on most recent builds (this one is 6412).
Like it was requested, I try recently to add a NPC menu by pressing A3 like in the excellent @Bloodbane Map9Demo:
HdxVKIR.png

The problem is how I can take control of the Cursor if this one is a panel type?

The anim freespecial3 that launches the menu:
Code:
anim    freespecial3
@script
  if(frame == 1){
    void self = getlocalvar("self");
    int PIndex = getentityproperty(self,"playerindex");
   
    setglobalvar(PIndex+"A3", NULL());
  }
  if(frame == 3){
    void self = getlocalvar("self");
    int PIndex = getentityproperty(self,"playerindex");
    int A = getglobalvar(PIndex+"A3");

    if(A == NULL()){
      updateframe(self, 2);
    } else {}
  }
@end_script
    offset    60 98
    delay      5
    frame    data/chars/ax/m1.png
    delay      10
    @cmd    stealth 350
    @cmd    spawnBind2 "MeNPC" 0 60 -1 2 0 1
    @cmd    spawnChild "Curs" -83 117 1 1 1 2
    frame    data/chars/ax/m1.png
    frame    data/chars/ax/m2.png
    frame    data/chars/ax/m2.png
    @cmd    stealth 0
    @cmd    killgun 1 0
    @cmd    killgun 2 0
    frame    data/chars/ax/m2.png

The cursor:
Code:
name        Curs
type        panel
subject_to_gravity 0
animationscript    data/scripts/lescript.c

anim    spawn
    delay    5
    offset    12 25
    frame    data/chars/misc/npcmenu/cursA.png
    frame    data/chars/misc/npcmenu/cursA.png

anim    idle
@script
  if(frame>=1){
    void self = getlocalvar("self");
    int x = getentityproperty(self,"x");
    int y = getentityproperty(self,"y");
    void Par = getentityvar(self, 2);
    int Px = getentityproperty(Par,"x");
    int PIndex = getentityproperty(Par,"playerindex");
    int C1 = getglobalvar(PIndex+"A"); // gets attack pressed status
    int X1 = getglobalvar(PIndex+"X"); // gets left or right pressed status
    int Y1 = getglobalvar(PIndex+"Y"); // gets up or down pressed status
    int SFX = loadsample("data/sounds/beat1.wav");

    if(x == Px-75 && y == 116){ // at left
      if(C1==1){
        setglobalvar(PIndex+"A", NULL());
       performattack(self, openborconstant("ANI_FOLLOW1")); // selected Ax Battler
      } else if(X1>0){ // right is pressed?
        playsample(SFX, 0, 120, 120, 100, 0);
        changeentityproperty(self, "position", Px-25); // moves to right
        setglobalvar(PIndex+"X", NULL());
      }
    } else if(x == Px-25 && y == 116){ // at top middle
      if(C1==1){
        setglobalvar(PIndex+"A", NULL());
        performattack(self, openborconstant("ANI_FOLLOW2")); // selected Tyris Flare
      } else if(X1<0){ // left is pressed?
        playsample(SFX, 0, 120, 120, 100, 0);
        changeentityproperty(self, "position", Px-75); // moves to left
        setglobalvar(PIndex+"X", NULL());
      } else if(X1>0){ // right is pressed?
        playsample(SFX, 0, 120, 120, 100, 0);
        changeentityproperty(self, "position", Px+25); // moves to right
        setglobalvar(PIndex+"X", NULL());
      } else if(Y1<0){ // down is pressed?
        playsample(SFX, 0, 120, 120, 100, 0);
        changeentityproperty(self, "position", NULL(), NULL(), 76); // moves to bottom
        setglobalvar(PIndex+"Y", NULL());
      }
    } else if(x == Px+25 && y == 116){ // at right
      if(C1==1){
        setglobalvar(PIndex+"A", NULL());
        performattack(self, openborconstant("ANI_FOLLOW3")); // selected Gilius Thunderhead
      } else if(X1<0){ // left is pressed?
        playsample(SFX, 0, 120, 120, 100, 0);
        changeentityproperty(self, "position", Px-25); // moves to left
        setglobalvar(PIndex+"X", NULL());
      } else if(X1>0){ // right is pressed?
        playsample(SFX, 0, 120, 120, 100, 0);
        changeentityproperty(self, "position", Px+75); // moves to right
        setglobalvar(PIndex+"X", NULL());
      }
    }
  }
@end_script
    loop    1
    delay    2
    offset    12 25
    frame    data/chars/misc/npcmenu/cursA.png
    frame    data/chars/misc/npcmenu/cursA.png
    frame    data/chars/misc/npcmenu/cursB.png
    frame    data/chars/misc/npcmenu/cursB.png
    frame    data/chars/misc/npcmenu/cursA.png
    frame    data/chars/misc/npcmenu/cursA.png
    frame    data/chars/misc/npcmenu/cursB.png
    frame    data/chars/misc/npcmenu/cursB.png

anim    follow1
    delay    5
    offset    12 25
    frame    data/chars/misc/npcmenu/cursA.png
    sound    data/sounds/beep2.wav
    frame    data/chars/misc/npcmenu/cursB.png
    @cmd    spawnN "a_npc" -60 0 0 1 "a_npc"
    frame    data/chars/misc/npcmenu/cursA.png
    frame    data/chars/misc/npcmenu/cursB.png
    @cmd    beidle
    frame    data/chars/misc/npcmenu/cursA.png

anim    follow2
    delay    5
    offset    12 25
    frame    data/chars/misc/npcmenu/cursA.png
    sound    data/sounds/beep2.wav
    frame    data/chars/misc/npcmenu/cursB.png
    @cmd    spawnN "t_npc" -60 0 0 1 "t_npc"
    frame    data/chars/misc/npcmenu/cursA.png
    frame    data/chars/misc/npcmenu/cursB.png
    @cmd    beidle
    frame    data/chars/misc/npcmenu/cursA.png

anim    follow3
    delay    5
    offset    12 25
    frame    data/chars/misc/npcmenu/cursA.png
    sound    data/sounds/beep2.wav
    frame    data/chars/misc/npcmenu/cursB.png
    @cmd    spawnN "g_npc" -60 0 0 1 "g_npc"
    frame    data/chars/misc/npcmenu/cursA.png
    frame    data/chars/misc/npcmenu/cursB.png
    @cmd    beidle
    frame    data/chars/misc/npcmenu/cursA.png

The demo for testing purpose:
 
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The problem is how I can take control of the Cursor if this one is a panel type?

There's keyall.c which captures keypress and keyrelease event and store it in certain global variables. Each pair of direction key has its own variable while each action key has its own variable. Sorry for the tech stuff 🤓, simply put, you need to copy keyall.c too 😅.

After you have copied that script, you'd need to modify the script for movement rules to fit available choices. Sadly, this has to be done manually and one by one for each choice 😇.
 
Hi Kimono

I m big fan of your art work and ideas putting to Golden Axe mod. Just wanted to share one guys work on youtube which is really hard to find searching between so many videos but his ideas of creating new moves for characters looks really good


you can watch some in this video where Ax uses grabs as King from Tekken


I don t know if its possible to cooperate and add something from his ideas to your mode Kimono

but damn i LOVE both of your and his ideas so MUCH

You have impressed me a lot of adding cutted head flying away from dead bodies

and i LOVE how you work on other sprite animations not only recoloring frames, but adding new character moves

Wish you the best

hope it s ok i writed to you this


Sincerelly Ján from Slovakia

the big fan of old pixel art of Golden Axe
 
I've never heard of this one before. Maybe this will push the envelope of the Golden Axe remakes.
 
Thanks @Janko717 and @Uche for your kind messages :) . I think that I will make a quick update soon with the NPC menu and a secret character that can be unlocked after finishing the game once. I will use a GA2 enemy and give him a promotion with a cool ability ;) . Here's the skeleton recolored and with some alternate palettes:
IsylsZI.png
aRRdgaZ.png
 
@nemesislivex: I know that you refers at the Pc Engine animated cutscenes and yes I'm planning to add them to GA Remake :) .
This small GA2 wizard is recolored but need a lot of sprites to fit with GA Remake. I've got some great projects for him:
h5f8H5e.png

My idea is to make this wizard as a normal enemy and a secret character that can be unlocked after finished the game once. He will be promoted at player state as a necromancer that can revive some dead enemies into skeletons.
I will remove the buckler and sword to make a Longmoan, Heninger and Strobaya skeleton with their respective weapons.
 
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The translations is good and I'm wondering if you wish to lend a hand on these PC Engine cutscenes. I already begin the work and the goal is to add the english subtitles to the videos.
We can talk about this by mp.
 
Do you remember the headless armor in Golden Axe 2? This armorknight will be a boss at stage followed by 2 Lt Bitter. It will appear in 2 forms: with its helm and headless:
X4q64h8.png
5R4fWRt.png
Sdgy0rG.png

I just need to complete its walk up and run animation.
 
Do you remember the headless armor in Golden Axe 2? This armorknight will be a boss at stage followed by 2 Lt Bitter. It will appear in 2 forms: with its helm and headless:
X4q64h8.png
5R4fWRt.png
Sdgy0rG.png

I just need to complete its walk up and run animation.
Awesome stuff buddy :)
 
Do you remember the headless armor in Golden Axe 2? This armorknight will be a boss at stage followed by 2 Lt Bitter. It will appear in 2 forms: with its helm and headless:
X4q64h8.png
5R4fWRt.png
Sdgy0rG.png

I just need to complete its walk up and run animation.
Great work, buddy!
 
kimono, thank you very much for the excellent work!

I just have something to say, when running the pak file in version 3.0 Build 6391, I didn't see decapitations and the game crashed after the last battle preventing me from seeing the ending.

I know I should use version 6412, but where can I download it? I don't find it. I'm playing on Windows.

Thanks in advance!
 
Hi @SilentMRG :) . You can perform decapitation by using a back attack ( back then attack button ) or a down , front, attack.
What message do you have at your data/logs/openborlog.txt ? Can you post it here?
I can post this build if I'm authorized to but first, let's see what kind of error do you have ;)
 
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