Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 34

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The project is currently under development.
Is it possible for you to make the Characters Walk/Run into frame at the beginning of each Stage/Section like in Sor2&3?
To be honest I'm not a big fan of this feature in the SoR series because the intros are very simple, just walking.
But I will at least test it to see how much extra code it would require.
 
I was able to replicate the purple effect capturing the sprites, applying scale and binding to the main character.
nice, I saw you removed his shadow - its a limitation of the drawmethod clip, because the character will still show the full sprite, not the clipped one. Same for mirror.

About the walk intro, I like the idea. In, AUBF, I use a specific animation for everyone (which check the X position and then force them to idle) and just use an simple cody in any entity of the stage to force the players on that animation.

on PDC3, I've changed this and there is an entity which simply controls the players.

It's a nice touch for sure.
 
its a limitation of the drawmethod clip, because the character will still show the full sprite, not the clipped one. Same for mirror.

It's not a limitation - it's what I (and you) remind people. Script does exactly what you tell it - nothing more or less. The shadow is another sprite with its own drawmethods - which logically it needs in order to work. It's really not all that sophisticated. The engine just gets your current sprite and color table pointer, then draws a copy, with predetermined drawmethods to invert it, skew it, and add an opaque tint (unless it's a reflection).

C:
shadowmethod = plainmethod;
shadowmethod.fillcolor = (shadowcolor > 0 ? shadowcolor : 0);
shadowmethod.alpha = shadowalpha;
shadowmethod.channelb = shadowmethod.channelg = shadowmethod.channelr = shadowopacity;
shadowmethod.table = drawmethod->table;
shadowmethod.scalex = drawmethod->scalex;
shadowmethod.scaley = light.y * drawmethod->scaley / 256;
shadowmethod.config = (shadowmethod.config & ~DRAWMETHOD_CONFIG_FLIP_X) | (drawmethod->config & DRAWMETHOD_CONFIG_FLIP_X);
shadowmethod.config = (shadowmethod.config & ~DRAWMETHOD_CONFIG_FLIP_Y) | (drawmethod->config & DRAWMETHOD_CONFIG_FLIP_Y);
shadowmethod.centery += alty;

if (shadowmethod.config & DRAWMETHOD_CONFIG_FLIP_Y)
{
    shadowmethod.centery = -shadowmethod.centery;
}
if (shadowmethod.scaley < 0)
{
    shadowmethod.scaley = -shadowmethod.scaley;
    shadowmethod.config ^= DRAWMETHOD_CONFIG_FLIP_Y;
}
shadowmethod.rotate = drawmethod->rotate;
shadowmethod.shiftx = drawmethod->shiftx + light.x;

// f = current sprite pointer
spriteq_add_sprite(qx, qy, z, f, &shadowmethod, 0);
if (use_mirror)
{
    shadowmethod.config ^= DRAWMETHOD_CONFIG_FLIP_Y;
 
    shadowmethod.centery = -shadowmethod.centery;
    spriteq_add_sprite(qx, sy, sz, f, &shadowmethod, 0);
}

Ideally, you could just modify the drawmethod used by native shadow, but there's no way to do that ATM. The shadow drawmethod structure is currently hardcoded directly into the draw routine (see above) and not part of any entity or model. So even if you could access it, any changes would affect every shadow on screen. But... All the tools the engine uses to make shadows - current sprite pointer, palette, light angle, and drawmethod to blit sprites, are all avaialble in both 3.0 and 4.0. So nothing at all stops you from doing your own shadow with clipping added or whatever else you need to handle those special cases.

It's one of those things that look super complex on the surface, but really isn't once you dig in.

Same goes for mirrors, which, unless I am mistaken, @Kratus developed a system for.

DC
 
nice, I saw you removed his shadow - its a limitation of the drawmethod clip, because the character will still show the full sprite, not the clipped one. Same for mirror.
Thanks buddy. It's true, I removed the shadow at the last frame.

About the walk intro, I like the idea. In, AUBF, I use a specific animation for everyone (which check the X position and then force them to idle) and just use an simple cody in any entity of the stage to force the players on that animation.

on PDC3, I've changed this and there is an entity which simply controls the players.

It's a nice touch for sure.
Your AUBF character intros are amazing. I didn't add the SoR ones because I think they are too simple, just walking.
If I'm not wrong I have an old backup which I coded this kind of feature for machok/danno during the SF89 development. I will make some tests.

Same goes for mirrors, which, unless I am mistaken, @Kratus developed a system for.
Yep, in the SORX I have a script that replicates the engine shadows (both rounded/gfx).
I only didn't add in this case because the Yamato's death animation ends very quickly, people will notice it when the character's sprite is almost totally clipped.

1764998039063.png
 
Thanks buddy. It's true, I removed the shadow at the last frame.


Your AUBF character intros are amazing. I didn't add the SoR ones because I think they are too simple, just walking.
If I'm not wrong I have an old backup which I coded this kind of feature for machok/danno during the SF89 development. I will make some tests.


Yep, in the SORX I have a script that replicates the engine shadows (both rounded/gfx).
I only didn't add in this case because the Yamato's death animation ends very quickly, people will notice it when the character's sprite is almost totally clipped.

View attachment 12749
If possible could you make Sor3 Shiva's Punch Animation Order more similar to his Sor2 Version and also Sor4 (Change Palm Palm Punch Kick To Punch Punch Palm Kick)
 
If possible could you make Sor3 Shiva's Punch Animation Order more similar to his Sor2 Version and also Sor4 (Change Palm Palm Punch Kick To Punch Punch Palm Kick)
Friend, in this case I will need to skip this change in order to keep the original, but I can think of changing it in the Super Shiva.
 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

Beta 34

### BETA 34.FINAL ###
- Game: Applied a code to keep the current player name when using a continue after dying and losing all lives.
- Game: SOR3 Ash/Shiva update, inverted the default color map to match the playable version in the classics.
- Game: Added an option to change the cover/logo type (USA/JPN) in the level select menu by pressing the special button.
- Game: Fixed the infinite wall jumping for specific characters (Blaze, Sammy, etc).
- Game: SOR3 Yamato update, added the classic...

Read the rest of this update entry...
 
Just uploaded the beta 34 final version, containing all the fixes/updates we talked about in previous posts.
If no big issues are found, this one will be the official release in a few days.

Thanks for all the feedback and suggestions :)
Credits to @seahorses by the amazing sprites made for SOR1 Blaze and the Helicopter
 
Friend, in this case I will need to skip this change in order to keep the original, but I can think of changing it in the Super Shiva.
In the original he's using collar grab punch though as his attack 2 and it looks weird. Attack 1 has more range than attack 2. I don't understand why they don't use the same as SOR2 because the simillar as SOR2 attack 1 sprite is in there in the rom but unused.

Feedback SORX V33 CC2 (Sorry I just notice the recent build uploaded and maybe all of these below have been fixed in the recent build)
- Blaze BK3 kunai blitz and weapon special should have the same as knife
- IIRC BKM Harakiri also throw 5 stars, I forgot about the condition though. Maybe when in low health?

Disregard these if its intentional or creative choices
Break
- In the OG BK3 Break suplex instead of slam on back grab. And I think he's faster even in "normal" mode (not in low health) but I'm not really sure on this at least when he's doing back walk he was fast. Any reason why pal color changed to his SOR3? Is it to differentiate him and Axel? Don't get me wrong, I hate clone/doppelganger chars but Break has "similar" color pal as Axel has a purpose in the story is to framed Axel and the differences in the gloves and headband color is enough to differentiate them. But since SORX is not story based, so yeah.. (Or is there setting to choose SOR3 or BK3 color pal bosses that I didn't know of?). If it's to differentiate them, what I did is changing Break special and blitz fx into more electrical.

Mona and Lisa (BK3/SOR3)
Any chance to make them behave like in the original game?
- The twins have 1 frame differences when doing flip
- The sync spin kick
- They have different moveset. Mona is more of a grappler? (unles doing co-op special or sync spin kick) and Lisa is more of a striker. When one of them died, the remaining can used the other moveset. CMIIW here, it's been a long time that I played OG BK3.

Credits
- SOR3 Skate Corkscrew Kick that I edited to make his horizontal Special is using Criss work from this thread
- And Patataboy (Olivier PIGNOT) deserves a mention too

Glitch
For the longest time I have this weird glitch. I didn't mention about it here because I always thought it was my notebook but recently I clean install my OS and change my drive into SSD and even used external keyboard but the glitch still there. I don't remember SOR2X have this same glitch or not and I don't know if it's from the engine or the game.
So basicaly this is my keys config and look closely I had not sign F keys in any of them
SORX Keys Config.png
And this is when in game. I added on screen keyboard just to visualize it better.
The F key that I never assign in keys config act like Special key but for some reason it only replicate the Defensif special not Offensif special. It's not game breaking glitch or anything I just find it weird it behave like that. Again, I don't know if it's an engine or in game glitch. I haven't test with different hardware or test the game that using the same engine as SORX . And maybe it was my notebook glitch.
 
In the original he's using collar grab punch though as his attack 2 and it looks weird. Attack 1 has more range than attack 2. I don't understand why they don't use the same as SOR2 because the simillar as SOR2 attack 1 sprite is in there in the rom but unused.
In the SORX I put the collar grab punch only for grabbing attacks. I added the unused sprite like SOR2 in the attack2, this way having a longer range.

- Blaze BK3 kunai blitz and weapon special should have the same as knife
It's true, thanks. I will add in the next update.

- IIRC BKM Harakiri also throw 5 stars, I forgot about the condition though. Maybe when in low health?
I checked and can confirm that in some cases he throw 5 stars. I can add as a 1 star move in the next update.

In the OG BK3 Break suplex instead of slam on back grab
I checked right now and can confirm it. Will be added in the next version.

And I think he's faster even in "normal" mode (not in low health) but I'm not really sure on this at least when he's doing back walk he was fast
This is relative, enemies increase/decrease speed randomly. But in this case I will keep the SORX patterns, once the difference is very small.

Any reason why pal color changed to his SOR3? Is it to differentiate him and Axel? Don't get me wrong, I hate clone/doppelganger chars but Break has "similar" color pal as Axel has a purpose in the story is to framed Axel and the differences in the gloves and headband color is enough to differentiate them. But since SORX is not story based, so yeah.. (Or is there setting to choose SOR3 or BK3 color pal bosses that I didn't know of?). If it's to differentiate them, what I did is changing Break special and blitz fx into more electrical.
This is just due to a code I added to randomize Break palettes between SOR3/BK3, nothing special in this case.
Honestly I don't see a reason to change it, since in the current way people can see both exclusive Break palettes randomly.

Mona and Lisa (BK3/SOR3)
Any chance to make them behave like in the original game?
- The twins have 1 frame differences when doing flip
- The sync spin kick
- They have different moveset. Mona is more of a grappler? (unles doing co-op special or sync spin kick) and Lisa is more of a striker. When one of them died, the remaining can used the other moveset. CMIIW here, it's been a long time that I played OG BK3.
Sorry friend, I think that honestly these points do not add too much to the boss fight, since all the moveset already is present and they behave very similar to the original.

- SOR3 Skate Corkscrew Kick that I edited to make his horizontal Special is using Criss work from this thread
- And Patataboy (Olivier PIGNOT) deserves a mention too
https://www.deviantart.com/patataboy/art/Combotest1-6-50ms-363100289
Ok, I will add them.

Glitch
For the longest time I have this weird glitch. I didn't mention about it here because I always thought it was my notebook but recently I clean install my OS and change my drive into SSD and even used external keyboard but the glitch still there. I don't remember SOR2X have this same glitch or not and I don't know if it's from the engine or the game.
So basicaly this is my keys config and look closely I had not sign F keys in any of them
Tested and can confirm it. Not only forward special, but any move that requires a direction will not work with default keys if the attack/action keys are remapped to other keys. But since the remapped keys work fine, just ignore the default native ones.

In short, it's related to the engine. I will check it to see what can be done.
 
Hey, sorry for the dumb question, but what's the difference between the windows and windows classic download?
The classic version uses the original genesis resolution but still widescreen. Basically the same game, there's some small changes in the level design due to having less space on the screen.

Will the UK SoR3 box art also be added?
Do you mean this one? I will think of a way to add it, since I'm coding them 3 in 3 (usa/jpn).

1765594942142.png
 
If you are tweaking the elevator level from sor1 I noticed some suggestions and feedback in comments elsewhere about “fun additions” and quality of life improvements.”

It always bothered me that there was no proper boss for the sor1 elevator level. I saw on YouTube a suggestion about using one of the rocket men from sor3 as a boss at the level’s end (the one with the goggles?)

If that bothers purists then maybe make it an option in the menus. Just a fun suggestion since I agree with the other feedback about it.
I really love this idea but I think SOR3 Rocket design too "modern" for SOR1. I edit this SOR2 Jet with short hair and wears goggle (in SOR2 the goggle was there but he never wears them). I haven't test it in animation though.
Jet Edit.png
Credits to @L K and Gsaurus for the pancake tools.
 
Last edited:
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