Update: The problem stems from the victory animation when boss 1 is present and no longer being played.
I have said this before: I highly recommend never using Victory. I did not add that feature, and the way it works internally is very lazy and very unstable. Essentially, Victory is a pain animation - the dead boss hits players with a full screen attack that triggers the "Victory". It doesn't take much thought to realize that set up is easily broken by a variety of in game conditions.
It's one of many reasons that person is no longer on the development team. I only left the functionality there as is for backward comparability. Since the policy post 4.0 release is no longer keeping backward compatability for its own sake, I will likely depreciate or change the way it works.
Until then, If you want a victory animation, you are far better off scripting one. It's not complex at all to set up.
Regarding the platform walls, it is indeed a jump issue.
Is this fixed by adjusting the distance within the jump animation?
Yes. All
documented here. Compared to 3.0, OpenBOR 4.0 changes the following:
Default ranges are more tuned. Specfically, the default X axis for jumps is 50 and 60 in both, but in 3.0 the Base axis range is -1000 to 1000. In 4.0 it is calculated with a forumla similar to the other axes
3.0 - Basically says "F*** it" and uses an absurdly huge area for Y and Base axis:
4.0 - Defaults are much tighter and therefore more optimal:
In both cases, they are tuned for typical KOF/Street Fighter sized sprites and platforms, since that's the vast majority of use cases. You'll need to set your own ranges for Golden Axe.
4.0 also adds the
air control property and allows you to adjust the
global jump height. Everything else is identical to 3.0:
HTH,
DC