Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 35

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The project is currently under development.
Rather than a shop, or something cliche like that, I always thought it would be cool(er) for an arrange mode of sorts.

Maybe a remixed mode where levels and enemies are re-arranged and remixed into a new path for the game. Like the best possible arrangement that picks and chooses enemies and situations from every game to give full variety for one cohesive path.

That could be a fun addition.

For instance, maybe the first level from SOR1 leads into the level 1 from Streets of Rage 2, since that seems like a natural progression, and from there the bar level leads into the nightclub from SOR3. Robots in the SOR1 factory wouldn't be bad in that (re)arranged mode, or the aforementioned suggested rocket men for the outdoor elevator level.

Again, a sort of "the-best-of" SOR hits according to Kratus. Maybe it could even be a final mode that is unlocked if all 3 original games are completed, or something like that. A true Streets of Rage X that comes after SOR1 then SOR2 and SOR3. That's always something I thought that would be cool if Sega actually did a re-release of the original games, and the openbor SORX adaptation faithfully comes closest to that as far as what is out there commercially. Just my 2 cents.
 
If memory serves, the "rearrangement" feature already exists in SoRX—and, for comparison's sake, it has existed for many, many years in SoRR. However, there is a detail regarding the latter: only the paths are modified, and the choice depends on the player. I believe, as I mentioned earlier, that the same applies to SoRX. Then again, maybe I'm experiencing the Mandela Effect? I recall starting a fight against a certain "Ringmaster" once at the factory level, while another time I didn't face him at all. The music at that level was different too... it sounded like 8-bit.
 
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It’s inevitable to compare them, since in essence they are the same game—setting aside, of course, the reworked sprites, scripts, and so on. So, unfortunately for you, many users kept coming here suggesting things from SoRR because it shares the same "backbone."

Many classic arcade games feature shops—not exactly like the one in SoRR, but shops nonetheless. The ones that come to mind right away are:

Dungeons & Dragons - Tower of Doom and Shadow over Mystara;
Forgotten Worlds;
Dark Seal;
River City Ransom;
Wonder Boy in Monster Land.

And some modern ones...

Double Dragon Gaiden - Rise of the Dragons;
Fight'N Rage;
And—would you look at that—Streets of Rage 4, in the Mr. X Nightmare.

No problem, Kratus... I understand. It’s good to know there will be requirements for these things. :)

I'll simply say this: if you're frequently asking/wanting those elements from SoRR, go play that game.
 
If memory serves, the "rearrangement" feature already exists in SoRX—and, for comparison's sake, it has existed for many, many years in SoRR. However, there is a detail regarding the latter: only the paths are modified, and the choice depends on the player. I believe, as I mentioned earlier, that the same applies to SoRX. Then again, maybe I'm experiencing the Mandela Effect; I recall starting a fight against a certain "Ringmaster" once at the factory level, while another time I didn't face him at all. The music at that level was different, too... it sounded like 8-bit.
Yeah, that's different than what I'm talking about.

That's the alternate path thing, which is great btw! As it let's you choose between the variants (like the SMS bosses or levels, and I think there's a few custom ones, like exploring Barbon's speakeasy tavern, etc.)

What I'm getting at is it would be cool to see Kratus' personal taste, that is, if he could do "a route" of his own choosing, and an arrangement of enemies that could maybe even improve upon the original.

As much as I love the originals, it is a series that for me has grown long in the tooth, and is redundant at times. But with several enemies and many levels across the whole trilogy, it would be cool to add variety and layers of gameplay and situations that blended them into one cohesive whole. As a way to fixing the flaws of the each game by using elements of the others. It is just something I (personally) thought would be a cool chef's kiss for those wanting more. Better than derivative offerings like a shop, which I agree is cliche and wouldn't work here. Again, it's just my 2 cents.
 
Hi Kratus,


First of all, thank you for the amazing work on SoRX — the Beta 35 package with separate RPi32/RPi64/x86_64 AppImages is really appreciated.


I'm trying to run SoRX on an Anbernic RG40XX H (Allwinner H700, aarch64) running KNULLI (Batocera fork for handhelds). Following your advice to run the Linux version as a PC game, I used the SoRX_Linux_RPi64.AppImage, but it fails with:


/tmp/.mount_SoRX_XXX/usr/bin/OpenBOR: error while loading shared libraries: libX11.so.6: cannot open shared object file: No such file or directory

The issue: the RPi64 build is linked against X11, but most handheld custom firmwares (KNULLI, ROCKNIX, muOS, ArkOS...) don't run an X server at all — they use SDL2 directly on KMS/DRM or framebuffer.


Would it be possible to provide an ARM64 build compiled with SDL2 video output only (KMS/DRM), without the X11 dependency? This would make SoRX playable on the whole family of H700/RK3566 handhelds (RG35XX/40XX series, R36S, Powkiddy, TrimUI...), which is a huge and growing user base for beat 'em ups.


For reference, the bundled OpenBOR binaries in these firmwares are compiled without X11 and work this way (SDL2 + KMS), so the game data itself is fine — it's only the engine binary that needs a different video backend at link time.


Thanks a lot for considering it, and congrats again on Beta 35! 🙏
 
Hi, thanks for the welcome! 🙂


Unfortunately it's not an OpenGL issue — the binary crashes before any graphics initialization. The RPi64 AppImage is dynamically linked against libX11.so.6 (the X Window System client library), and handheld custom firmwares like KNULLI simply don't ship X11 at all — there's no X server running. Games on these devices render through SDL2 directly on KMS/DRM (kernel mode setting), without any windowing system.


So the fix isn't a setting on my side — the engine binary itself would need to be compiled without the X11 dependency, with SDL2's KMS/DRM video backend instead. That's why I'm asking Kratus if an alternative ARM64 build would be possible.


For what it's worth, the OpenBOR binaries bundled with these firmwares are built exactly this way (SDL2 + KMS, no X11), so it's definitely feasible — it's just a different link-time configuration.
 
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