Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 33

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yes it works,you know?I’m your fans now:D
Thanks :)
Now we need to discover what caused the first crash when you played SOR2 route with SOR3 Shiva. Please, in case it happens again, do not reopen the game and send me the log file again.
 
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Hello. I've been enjoying the SorX beta. I thought I'd give the Android version a try. Do you plan on implementing support for Xinput gamepads? I have a wired Logitech F310 that I'm using with an Opi5 with Android 12 installed. It responds to the 'A' button, but that's it (and it thinks it's the Start button). I'll add that my Logitech K400 keyboard also doesn't work as the arrow keys don't respond in order to move my character around. The official Android build of Openbor doesn't appear to support my controller or keyboard either, but a project called Openbor Plus does. Unfortunately, the SorX PAK file is not compatible (I assume it's because SorX appears to be running on a custom engine). My device runs stock Android, but I do not use it with a touchscreen, so I require the use of an input device.
 
Hello. I've been enjoying the SorX beta. I thought I'd give the Android version a try. Do you plan on implementing support for Xinput gamepads? I have a wired Logitech F310 that I'm using with an Opi5 with Android 12 installed. It responds to the 'A' button, but that's it (and it thinks it's the Start button). I'll add that my Logitech K400 keyboard also doesn't work as the arrow keys don't respond in order to move my character around. The official Android build of Openbor doesn't appear to support my controller or keyboard either, but a project called Openbor Plus does. Unfortunately, the SorX PAK file is not compatible (I assume it's because SorX appears to be running on a custom engine). My device runs stock Android, but I do not use it with a touchscreen, so I require the use of an input device.

SORX is not a custom engine. I'm letting @Kratus (and only @Kratus) use the latest beta of OpenBOR 4.0 for testing purposes.

I'm tired of explaining OpenBOR Plus over and over. That's an unofficial project from a guy who got himself booted from the dev team for a bunch of shady behavior and repeatedly screwing up the source code. Sure, his version will read controllers... because almost all his code is copied from us, including some control fixes we're working on.

It's otherwise about 3 years behind the real engine, and has a snowball chance of playing SORX.

DC
 
Thanks for the information. It begs the question though, if Openbor Plus copied code from Openbor 4.0 in order to include gamepad support, and SorX is also using 4.0, then why doesn't SorX also support my F310 gamepad like Plus does?
 
Thanks for the information. It begs the question though, if Openbor Plus copied code from Openbor 4.0 in order to include gamepad support, and SorX is also using 4.0, then why doesn't SorX also support my F310 gamepad like Plus does?
It still has a couple of serious bugs to iron out and is therefore not in the beta build used for SORX.

DC
 
Hello. I've been enjoying the SorX beta. I thought I'd give the Android version a try. Do you plan on implementing support for Xinput gamepads? I have a wired Logitech F310 that I'm using with an Opi5 with Android 12 installed. It responds to the 'A' button, but that's it (and it thinks it's the Start button). I'll add that my Logitech K400 keyboard also doesn't work as the arrow keys don't respond in order to move my character around. The official Android build of Openbor doesn't appear to support my controller or keyboard either, but a project called Openbor Plus does. Unfortunately, the SorX PAK file is not compatible (I assume it's because SorX appears to be running on a custom engine). My device runs stock Android, but I do not use it with a touchscreen, so I require the use of an input device.
@Arkwelder

Friend, the SORX was tested with the most common devices, unfortunately it's not possible for me to test every controller or keyboard model.
SORX works fine with a default Android phone/tablet using touchscreen and the PS4 controller using bluetooth.
For Windows it has Xinput compatibility (not native yet, it's under development) but works fine with XBOX/PS4 controllers wired/wireless too.
Any other scenario different from the mentioned (like the Orange Pi5) was not tested yet, there's a huge number of updates under development and not finished.

About this "Plus", it's easier for them to just get our most complex and harder updates worked along several months in the DAY ZERO after being published by us without spending any time helping us. While they wait for our next update, they have some time to make some fixes which we haven't time to do yet.

I assume it's because SorX appears to be running on a custom engine
SORX was developed to run only in the official v4.0 build. If you give me a hand to make tests, I can take a closer look at the controller compatibility for Android.
 
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@Arkwelder
lately i have been messing around with a few android input devices, and i have noticed that some of them often use button combinations so they can be detected as different things in android devices

the weirdest example i can give you is a controller that can function as basic keyboard (directional buttons and numbers mostly) and mouse, then if you press the right combo it can be detected as a ps4 controller, a xbox 360 controller, generic usb, mouse and vr stick, and one more function i cant recall....

another thing you can try is to try and map your devices to player 2 3 or 4 if they do funtion, after you exit the menu the game might end up controlling player one or player 3....

anyway, i think SorX is worth the price of of a good controller
the weird 6 in one controller i was talking about is this one (there are many clones that fuction the same too)
NUEVA-PORTADA-4.png

it can be used as wired mode in some pcs also.

dont forget to report bugs
 
I played a lot with Blaze amazing game 🤗
btw fighting bosses pretty hard, they have a strong defense. Still not used with many buttons since I used keyboard when playing with wasd and arrow for the rest buttons.
I think we need more cancel feature for defending. Attacking already great
 
For Windows it has Xinput compatibility (not native yet, it's under development) but works fine with XBOX/PS4 controllers wired/wireless too.
Any other scenario different from the mentioned (like the Orange Pi5) was not tested yet, there's a huge number of updates under development and not finished.
Thank you for your reply. If I am understanding you correctly, Xinput compatibility is forthcoming, presumably for Android, too. Or am I missing something? I recognize my device is quite niche, but that doesn't seem to be the issue. Obviously, I don't know for sure, but it seems to be a controller issue and not a device one in this case.
 
If I am understanding you correctly, Xinput compatibility is forthcoming, presumably for Android, too
Yes, there's an update in progress that will detect and configure all buttons automatically using native Xinput compatibility. Currently Xinput works fine through manual configuration and I think it is the best device to play on Windows, but this next update will make things better and easier than before for all platforms.

I played a lot with Blaze amazing game 🤗
btw fighting bosses pretty hard, they have a strong defense. Still not used with many buttons since I used keyboard when playing with wasd and arrow for the rest buttons.
I think we need more cancel feature for defending. Attacking already great
Thanks buddy :)
About defensive abilities, currently you have the "aerial recovery", "grab escape" and "counter attack", which allow you to cancel enemy hits or do counter attacks while avoiding damage. You can see more info at the command list in the extra menu > controls option.
 
Thanks buddy :)
About defensive abilities, currently you have the "aerial recovery", "grab escape" and "counter attack", which allow you to cancel enemy hits or do counter attacks while avoiding damage. You can see more info at the command list in the extra menu > controls option.
can we use special for counter attack? it would be useful

I feel like using special (when not hiting an enemy) should be not rewarded with reduced health, or we can choose different type in options?
 
can we use special for counter attack?
Not exactly the same as the counter does, but you can block an attack, release the block button quickly and then perform a special before the opponent finishes his move. In addition, you have the parry option too, which is a faster version of the block but a bit harder to use as a counterpart for balance purposes.
Indeed the counter is limited due to some advantages given, like paralyzing the opponent by a few centiseconds to allow you to hit them (look at how it's useful for Barbon boss against players).

I feel like using special (when not hiting an enemy) should be not rewarded with reduced health, or we can choose different type in options?
You can select the SOR2 special cost type in the extra menu, it still costs your health if not hit anything but the cost is lower than the other options.
Both SOR4/SOR3 options give you around 6 special moves with a full health, the SOR2 gives you 9 (but without any recovery method). I will do some tests with a "no cost" feature like SOR2 in future updates, but I haven't made it yet because I will need to update all characters in the game.
 
Not exactly the same as the counter does, but you can block an attack, release the block button quickly and then perform a special before the opponent finishes his move. In addition, you have the parry option too, which is a faster version of the block but a bit harder to use as a counterpart for balance purposes.
Indeed the counter is limited due to some advantages given, like paralyzing the opponent by a few centiseconds to allow you to hit them (look at how it's useful for Barbon boss against players).
I mean like in the air

You can select the SOR2 special cost type in the extra menu, it still costs your health if not hit anything but the cost is lower than the other options.
Both SOR4/SOR3 options give you around 6 special moves with a full health, the SOR2 gives you 9 (but without any recovery method). I will do some tests with a "no cost" feature like SOR2 in future updates, but I haven't made it yet because I will need to update all characters in the game.
Yeah I already choose SOR2 type. Think it would be great if we get no cost exactly like in the original
because some of the enemies especially bosses, they can dodge special attacks with quite agility while player still loses health at the same time

one other thing at least for now 🙃
run + energy, after this move hits enemy I think the enemy bbox is 0 so player can't do any other combo
This move has spent 1 star so it's better if we can keep juggling the enemy, can you consider this?
 
I mean like in the air
A counter attack in the air?

one other thing at least for now 🙃
run + energy, after this move hits enemy I think the enemy bbox is 0 so player can't do any other combo
This move has spent 1 star so it's better if we can keep juggling the enemy, can you consider this?
Did you mean super attacks, pressing the energy button while running? It already works this way.
They don't have any juggle cost (I defined it to zero as an advantage due to its energy star cost), if you can't hit the opponent it's due to other moves you already did before, not the super (the same goes to counter and rage too, zero juggle cost).

A trick that you can use is the OTG, it restores the juggled opponent's juggle points by 1/3 allowing you to juggle them a bit more. OTG can be used twice, so you can restore juggle points two times.

EDIT: You can see the OTG usage example in the video below, look how many hits I can do using the rage move and Abadede can still be juggled even after that.
 
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A counter attack in the air?
Yes sometime after fall and doing recovery lots of enemy arround so use special is can be useful

Did you mean super attacks, pressing the energy button while running? It already works this way.
They don't have any juggle cost (I defined it to zero as an advantage due to its energy star cost), if you can't hit the opponent it's due to other moves you already did before, not the super (the same goes to counter and rage too, zero juggle cost).

A trick that you can use is the OTG, it restores the juggled opponent's juggle points by 1/3 allowing you to juggle them a bit more. OTG can be used twice, so you can restore juggle points two times.

EDIT: You can see the OTG usage example in the video below, look how many hits I can do using the rage move and Abadede can still be juggled even after that.
Ahh I see that yeah i think I can restore the move with other move
 
Yes sometime after fall and doing recovery lots of enemy arround so use special is can be useful
Yeah, it can be done too. In case you are knocked out by some enemy, you can use the aerial recovery by pressing UP+JUMP, which gives you a small invincibility until landing and then you can cancel it in any jump attack or aerial special attack.

Look at 0:33 where I cancel the aerial recovery into a jumping attack without getting any damage due to the invincibility.
 

STREETS OF RAGE X by Kratus Blaze Route 1

This is my playthrough (route 1) with Blaze, I never use block feature 😝
and Abadede is very hard to beat. Overall need 9 lives and 3 credits to beat this route lol
Think I played better with Axel but Blaze is quick and faster also very sexy so she is must play character 🤭

 
Hey, I just created an account to tell you that this mod is awesome. Definitely the best way to experience SOR1-3 IMO. I love all the additions that make the game play like SOR4. Since it's still a beta, I understand that balancing might be off, which is why I wanted to toss in my 2 cents:

1. Juggle is very cool to have, but so far the only character i was able to juggle with is Zan. Couldn't really hit anyone in air with others, unless by accident. Perhaps due to character's reach or the fact that enemies aren't launched as high?

2. Some bosses are really frustrating to fight, as they have very little openings and contantly attack/grab/counter. Examples:
- Jet (most of his attacks can be blocked, but he's very elusive/hard to hit as he doesn't seem to hover near the ground at all)
- Zamza (I understand that he's supposed to be fast, but I think he's way too fast and aggressive for normal difficulty)
- Abadebe (hard to even describe, basically got wrecked and lost a bunch of lives)
- SOR2 Jungle finale (I appreciate that we no longer have to fight both Jet and Zamza at the same time, but 3 bosses back to back is tiresome - I think that Harakiri was kinda uncalled for)

I dunno, maybe I just forgot how hard SOR2 bosses were because it's been years since i've played it, and SOR4 might have spoiled me with its fair bosses with no cheap sucker punches.
Either way, their behavior wouldn't be as annoying if they didn't have like double triple the health as usual :D I mean, it's not like they're unbeatable, but the player is bound to lose a bunch of lives.

That's all I managed to beat so far (and SOR1 too), will update you in case any further bosses seem unbalanced (hopefully that won't be the case :))

Keep up the good work, king!
 
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