A downloadable demo


Please join https://www.patreon.com/swordofmoonlight, to make my effort popular. Tip: Press F1 in-game to enable 4x supersampling. This will look much better, however if it is choppy, consider a square aspect ratio (which I recommend regardless) since this is fewer pixels to supersample, or press again to return to 1-to-1 pixel mode. Update: 4x is now default in the INI file. On a 4k system it might help to turn it off, although bear in mind each mode works very differently.

This software is a demonstration of an ongoing project to use Sword of Moonlight: KING'S FIELD Making Tool to preserve the classic PlayStation game King's Field II (https://en.wikipedia.org/wiki/King's_Field_II) that are both properties of From Software (www.fromsoftware.jp)—i.e., this project includes unauthorized use of copyrighted materials, including a music file from the game's soundtrack—so I don't know if this fits into the itch.io guidelines; however the former software is RPG Making software, specifically for making retail King's Field games, that comes with a new edition of King's Field, that is the forerunner to King's Field II.

This project marks the 25th anniversary of King's Field II. I wanted to have a more complete version of the title by the end of 2020, but I feel like I've reached a natural stopping point and it won't do any good to push myself further.

I've been preparing this off and on for a year and a half, or more, however I've developed Sword of Moonlight for 10 years. Of course it's improved since its original Windows 95 days but it's still work in progress. I consider it "alpha" software, and I intend to debut it through this project. Because this is a rebuild of a PlayStation game it's not the best representation of Sword of Moonlight out there. Here (https://www.facebook.com/moratheia/) is another ambitious project.

For me these are my full-time life's work. To donate to my cause, please use Patreon for now. The full product will be free to download with donation encouraged after you're finished playing. Donations will go toward a project to revive King's Field to be an accessory to the Sword of Moonlight "game engine" and resource ecosystem.

What's in this demo, or what it is,

  • This is the first zone or "map" of KFII mostly fleshed out, except monsters aren't represented very well since they don't have AI routines and are basically spawn points, in case you ever wondered what those are?
  • If you want to cover this event on YouTube or in the press, I wish that the novel control system would be highlighted, and also there is a novel system that makes "anti-aliasing" unnecessary, that I feel is important and should be in widespread use.

Minimum Requirements

  • I don't recommend this demo with a desktop that doesn't have a (now ancient) "Shader Model 3" GPU. It's designed for integrated chipsets, so in theory you don't need a gaming desktop, but you do need a Windows system. Officially it supports Windows XP and later.
  • You MUST run at 60 frames-per-second or better. (I recommend 60 because I don't personally know if it can exceed 60 without issue.) If the frame rate is irregular it doesn't hold up and I don't recommend 30 fps, although I haven't been able to figure out how commercial games lock in the frame rate.
  • You MUST use a PlayStation (PS4/PS5 recommended) or Xbox style dual-analog controller. Please don't ask me to add mouse and keyboard features! What's there is more for the development part of Sword of Moonlight. I've included notes in the two INI files for helping with controllers and other things. (If your two small buttons don't map to Pause and Esc please let me know. These are meant to be Start/Select but some have reported that's mapping to their analog stick.)
  • I recommend the "High Color" mode since it has dither like the original PlayStation and this is how I've designed its experience.

What it's not,

  • It's not a "combat" demonstration. I decided to not give the monsters sounds, so the rich sonic landscape is not here yet. I thought this is their essence and since they don't mill about then it would be wrong to bring them to life only partly.
  • It's not a VR demo, although it's technically a VR project. But I'm using PlayStation VR to develop it so far, and this demo is mainly to showcase animation and progress on reproducing details. My older (now ancient) demo on Patreon has files for VR, but I would hold off until the next demo that should have more VR.
  • Again, it's not authorized by From Software. I've included copyright print taken from the King's Field title screen included in SOM. I hope this is adequate to communicate ownership of these ideas. I ask you to not leave comments about copyright or ownership matters. Please express gratitude and ask questions if you like.


  • Both of the images on this page are based on found images, I can't give credit for, other than the banner is from the cover art of King's Field II, and the images in the background are screenshots taken from the original PlayStation game, both are content developed by From Software for King's Field II.


  • Some have had trouble with the controls since Sword of Moonlight is different from the PlayStation games, so I will say a little about that now.
  • There are 4 buttons, these are shoulder buttons. It's designed so your thumbs never leave the analog controller's sticks. Most people jump for the face buttons only to find the demo has mapped them to debug features I use to work. These features won't be set up in the final product, but they could be set up with what will be a new system menu by then.
  • Menus are designed to work with the face buttons. Update: since April 2021 the action and menu button will work to confirm and cancel if assigned to shoulder buttons. The remaing two shoulder buttons can be pressed to swap the sense of the face buttons since the default may follow Japanese convention. If accidental presses become a problem a note in the INI file explains how to lock it.
  • Three of the buttons do one thing only. Although that will change later, after more work is completed. The other button does several things. You need to experiment with it, and you will need it to engage the monsters. Update: since May 2021 there's an early demo of using your shield and alternate attack and guard modes.
  • There are Start and Select buttons. These work like Nintendo or the original PlayStation. Start only pauses. I'm also going to add the Truth Glass function to the pause screen someday. Select changes the analog mode. If your sticks don't do what you want, try pressing Select. Technically it's the same as the Esc key. I'm not sure it maps to the Xbox's Back button or not, but Esc kind of works that way. Later it will access a new system menu.
  • The other main buttons are attack, magic, and menu functions. Later they will have dual functions. Right now tapping attack and magic together can toggle the onscreen displays on and off. Later the magic button will also raise the shield, and the menu button will have a quick-select system to bind items and magic to buttons that can be pressed when holding the menu button at the same time.
  • The attack and magic buttons are actually the shift and ctrl keys on the keyboard. You can press them to do alternative functions, just like with regular non-game software. I can't go into the details, but you can try them, and pressing them together is equivalent to pressing Alt+Alt that accesses special functions. You can try the volume system with F12 that's mapped to R3 on the PS4 controller. Holding both down and pressing it will mute for example.
  • Finally holding down all 3 buttons runs at top speed. If you're doing it right the footstep sounds will be noticeably louder. This speed is hit when you begin running but it eventually levels off. Top speed can be a little tricky to control. It doesn't incur any penalty, although it could if there were a stamina system.
  • F1 toggles a new supersampling mode that really has 4 times the number of pixels as the resolution setting. I think this will work fine if your computer is made to play games. It complements the existing AA effects if you can use it. It helps in the VR mode too, especially in the menus, because of the warped lens effect.

Install instructions

  • You need Direct3D 9 to be installed. This is normally installed by your display drivers and or is built into Windows. Update: I've recently added D3DX9_43.dll and D3DCompiler_43.dll to the download, so hopefully it works out of the box.
  • Please don't copy these files into your Program Files directory. That's for programs that use "permissions". These files should belong to your Windows user account, so put them on your Desktop or user folder.
  • The game launcher may offend antivirus software, including Windows Defender. I apologize if Windows Defender deletes your files without warning. The EXE is http://svn.swordofmoonlight.net/tool/SOM_EX.exe renamed to the demo's title. Source code is at http://svn.swordofmoonlight.net/code/SOM_EX/ however the bulk of the code is in the SomEx.dll file, e.g. http://svn.swordofmoonlight.net/code/SomEx/som.exe.cpp. (Please understand, I've no plans to change my work-life schedule to accommodate antivirus software. Sword of Moonlight is 20 year old software, so it has special needs that may raise red flags with antivirus.)



Development log

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