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General Category => Games => Topic started by: AugustoRuiz on 13:24, 24 September 13

Title: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 13:24, 24 September 13
Well, it's been announced at Spanish forum Amstrad.es, so now I introduce you our game in development: Street Fighter II - CPC Edition. It is being developed by DaDMaN, McKlain and me. As of now, we're targetting CPC 6128 (128Kb RAM).
You can have a look at this video:
SFII CPC - Work in progress - 20130613 (http://www.youtube.com/watch?v=SoESj_amnpE#)
Please, take into account that those graphics are mainly placeholders!! What's already implemented:
We will publish the source code when it's finished ;)
What's next?
So, as you can see, we still have a LOT of work to do!
Title: Re: Street Fighter II - CPC Edition
Post by: robcfg on 13:52, 24 September 13
Superb!!


Movement looks quite fluid, and the graphics are nice too!


Do you guys have an estimation on when will it be finished?


I'm not in a hurry, but would be nice to know when we can enjoy the final version.


Congratulations, and keep up the good work!
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 13:56, 24 September 13
Well, it'll be released "when it's done". (just like id or Blizzard!!  ;D )

It's been years in the making, mainly because I suck at assembler, and I am pretty busy. But I keep learning... ;)

No, we don't have an schedule. When I've time to devote to it, I do it. And that's why I've asked DaD not to do any more graphics until the engine is ready...
Oh, by the way, I'm using this technique: http://www.cpcwiki.eu/forum/index.php?topic=8375.msg66694#msg66694
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 14:15, 24 September 13
Good lord!!!!


That is looking SWEET!


Is this able to take advantage of a 2 button controller?
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 14:37, 24 September 13
Simplemente, impresionante  ;D
Title: Re: Street Fighter II - CPC Edition
Post by: TFM on 19:59, 24 September 13
Looks very well done. The idea of the shaking of status bar and game is nice!


Keep the good work going  :)





Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 20:18, 24 September 13
Hi all,


Thank you so much for your feedback! I'll look into the two button-joystick support, because we will use two buttons (punch+kick). Having more attack buttons would make the game unplayable (too many ghost readings in two-player mode!)
Title: Re: Street Fighter II - CPC Edition
Post by: Trebmint on 20:24, 24 September 13
Looks amazing :)
Title: Re: Street Fighter II - CPC Edition
Post by: TFM on 21:14, 24 September 13
You could use the spare button (Fire 3) of Space for people why have no 3-fire joystick. Spare should not lead to Ghost readings, but I guess two fire buttons is ok.
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 21:40, 24 September 13
What an impressive undertaking! All strength to you and your team on this project! And thanks for keeping things alive on the CPC!
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 21:50, 24 September 13
Quote from: TFM on 19:59, 24 September 13The idea of the shaking of status are and game are is nice!
Will be better if only done when you Win (K.O.) an the loser fall on the floor.
(every time is too much and goes less magic... but sure, it's Work In Progress ;))
Title: Re: Street Fighter II - CPC Edition
Post by: Nich on 22:43, 24 September 13
Here's another "work in progress" video:

Street Fighter II CPC - The Real Edition (http://www.youtube.com/watch?v=iJXwm4zPQCg#)
I hope you guys succeed in producing a version of Street Fighter II that is worthy of gracing the CPC! :)
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 22:45, 24 September 13
Quote from: TotO on 21:50, 24 September 13
Will be better if only done when you Win (K.O.) an the loser fall on the floor.
(every time is too much and goes less magic... but sure, it's Work In Progress ;) )
Yes, it was put when you jump because the K.O. is not implemented yet(hits do no damage as of now). But the effect is there ;)
Oh, and that second video is a bit older, the collision detection is less accurate...
Title: Re: Street Fighter II - CPC Edition
Post by: ervin on 23:09, 24 September 13
Wow! That looks fantastic!
(Is there a way to "Like" this twice???)  8)
Title: Re: Street Fighter II - CPC Edition
Post by: arnoldemu on 08:56, 25 September 13
This is already impressive.

My only concern with announcing it early is that you will get many many people asking you when it will be done. Perhaps you will get this asked once a week at least.

I am really interested to see it with AI in there, because in the end the AI/gameplay is very important for this game.

The graphics are amazing yes, and the movement and smoothness of the game are great, but now it needs really good AI.

I really hope there is both a 2 player and 1 player game in there.

I think it will be hard to implement the AI and the 1 player game - I say hard, but I am sure you are up to the job of doing it!

EDIT: For a game like this I would have worked on the AI first with my own programmer graphics, then worked on the "nice" stuff.

I sound negative, yes, but I know how hard it is to keep the working going on a project and how hard it is to make a game play right.

EDIT2: On Blue Angel for example, I had to re-code the AI more than once - 1 to make it fast enough, 2 to make it fun enough to play and it is more simple in it's AI.

EDIT3: I have gone back to one of my unfinished games recently, and I am working on finishing the menus and presentation, but also I am working out how to make it more fun to play.
Title: Re: Street Fighter II - CPC Edition
Post by: Misel982001 on 09:31, 25 September 13
This is trully remarkable! I particularly liked the speed and animation!It is a great piece of work. I hope all goes well!
Title: Re: Street Fighter II - CPC Edition
Post by: McKlain on 11:02, 25 September 13
Quote from: arnoldemu on 08:56, 25 September 13EDIT3: I have gone back to one of my unfinished games recently, and I am working on finishing the menus and presentation, but also I am working out how to make it more fun to play.


Is that... THE GAME?  ;D
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 13:45, 25 September 13
What are the screen dimensions? Are you incorporating both music and sound effects?


Regarding the backgrounds - are all going to be present? If so, will the background picture only use the character associated with it, or can you mix and match different characters on any background?
Title: Re: Street Fighter II - CPC Edition
Post by: jrodriguezv on 18:40, 25 September 13
Wow! it's amazing!! Keep on good work Augusto.

Un saludito :)
Title: Re: Street Fighter II - CPC Edition
Post by: romppainen on 21:31, 25 September 13
Looks damn promising to me, if most of the graphics are placeholders I just wonder how awesome the final presentation will be!
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 09:34, 26 September 13
Quote from: sigh on 13:45, 25 September 13
What are the screen dimensions? Are you incorporating both music and sound effects?
The screen dimensions will vary depending on the monitor used. We are using all of the screen witdh (full background size is 224x144 pixels). And yes, we will incorporate music and sound effects, but sound effects will not be digital (not enough memory, and probably not enough CPU power, sorry!)
Quote from: sigh on 13:45, 25 September 13
Regarding the backgrounds - are all going to be present? If so, will the background picture only use the character associated with it, or can you mix and match different characters on any background?
We will have all backgrounds, but we are going to respect the gameplay, so we will use the backgrounds the same way arcade version does.
Title: Re: Street Fighter II - CPC Edition
Post by: fano on 10:09, 26 September 13
Nice gfx and animation.How do you project to manage multiples attacks with 1 (or 2) buttons and special moves ?
Same thing , do you plan to manage hit chaining like the original SF2 ?
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 10:57, 26 September 13
I really like your approach of the non scrolling backgrounds. The MSX 2 version (brilliant version but unfinished) did the same:


MSX Street Figther 2 (http://www.youtube.com/watch?v=tCHcTwpgKVI#)


What struck me most was the speed of the game.


How far in are you in regards to the characters and sprites? How are you tackling dhalsim?



Title: Re: Street Fighter II - CPC Edition
Post by: GOB on 17:43, 26 September 13
I hope there will be a cpc+ version !!! ;)
Title: Re: Street Fighter II - CPC Edition
Post by: TFM on 18:37, 26 September 13
Quote from: GOB on 17:43, 26 September 13
I hope there will be a cpc+ version !!! ;)


This one?


Street Fighter 2 CPC Edition (http://www.youtube.com/watch?v=miH6SZIxGGs#)

Title: Re: Street Fighter II - CPC Edition
Post by: Xifos on 18:46, 26 September 13
>>Augustoruiz and the team

Amazing !!!
It's really great work !
:)
How did you manage to have enough ram for all the sprites ?
(Even with the 6128 banks)
Are they compressed ? And uncompressed when displayed ?
What about their size ?

Keep the good work guys !!!
:)
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 19:33, 26 September 13
I have to say the MSX version is pretty good , nice animations,great that the  special moves are in there! MSX is a great machine only weakness I think is it's lack of scrolling capabilities.
Title: Re: Street Fighter II - CPC Edition
Post by: MacDeath on 20:02, 26 September 13
What "MSX" are we talking about ?


MSX1 ? MSX2 ? MSX2+ ?
MSX TurboR ?


Those are actually quite almost 4 different machines only retrocompatible.


The TurboR is basically a 16bit computer...


quite fun actually to see MSX got the same "extra characters" as Street Fighter name...
2...2+... turbo... '...WTF ?
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 20:11, 26 September 13
I personally was on about the ordinary MSX 1.
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 20:13, 26 September 13
And I know it is an MSX 2 version. But just think the MSX was pretty impressive. And the progressive models even more so!
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 20:29, 26 September 13
Quote from: fano on 10:09, 26 September 13
Nice gfx and animation.How do you project to manage multiples attacks with 1 (or 2) buttons and special moves ?
Same thing , do you plan to manage hit chaining like the original SF2 ?

We'll have two attack buttons (punch and kick) and multiple attack strengths. We have yet to test how the strength will be selected, using a directional approach or a time based approach. We'll see how it works.

Hit chaining... I have no idea yet. Sorry about that.

Quote from: sigh on 10:57, 26 September 13
I really like your approach of the non scrolling backgrounds....

Hardware scrolling is implemented (one byte at a time, not enough memory), but to be honest, I'm not very happy with the result. That's why I turned it off for the video. The frame rate is the same with the scroll enabled.

Quote from: sigh on 10:57, 26 September 13
How far in are you in regards to the characters and sprites? How are you tackling dhalsim?

Dalshim... We'll have to do some trickery. Mainly split him in parts. Not sure how many of them as of now....

Quote from: Xifos on 18:46, 26 September 13
How did you manage to have enough ram for all the sprites ?
(Even with the 6128 banks)
Are they compressed ? And uncompressed when displayed ?
What about their size ?

32kb per character is quite some space. Sprites are not compressed in memory (in disk, yes they are). This game is being developed with disc based access in mind, because having anything more in memory would be impossible without memory expansions!!! But disc access will be pretty intense, I think.

Thank you very much for all the support/comments/questions!
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 00:08, 27 September 13
Quote from: MacDeath on 20:02, 26 September 13
What "MSX" are we talking about ?

MSX 2.

This is really good news that they got it working at that speed as the CPC specs (correct me if I'm wrong) are quite similar to the MSX 2 specs?

Quote from: AugustoRuiz on 20:29, 26 September 13
We'll have two attack buttons (punch and kick) and multiple attack strengths. We have yet to test how the strength will be selected, using a directional approach or a time based approach. We'll see how it works.

Using a time based approach would work well as that technique was used in a game called "World Heroes":

Tap button = Light move
Hold button = Strong move

This method worked wonders, however - if you plan on using a seperate button for punch and kick, how will this work in a 2 player mode?

Quote from: AugustoRuiz on 20:29, 26 September 13
Hardware scrolling is implemented (one byte at a time, not enough memory), but to be honest, I'm not very happy with the result. That's why I turned it off for the video. The frame rate is the same with the scroll enabled.

Personally, I would leave the scrolling out. A pure example is that the MSX version works beautifully without.

Also - that way you would save on background artwork and use that space for special effects/gameplay speed/background animation etc.
Title: Re: Street Fighter II - CPC Edition
Post by: Xifos on 09:12, 27 September 13
It's true that the msx version works well, but it suffers from the hardware sprites limitations.
Maybe they had to adapt to the 4 sprites limitation per scanline ?

I prefer the software sprites of the cpc version, even in mode 0 res.
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 12:01, 27 September 13
Quote from: Xifos on 09:12, 27 September 13
It's true that the msx version works well, but it suffers from the hardware sprites limitations.
Maybe they had to adapt to the 4 sprites limitation per scanline ?

I prefer the software sprites of the cpc version, even in mode 0 res.



Regardless of the hardware sprite limitations on the MSX 2, the playability of the game "feels" like a proper streetfighter 2 game.This to me is far more important than anything else.


(but that's coming from a self confessed Street Fighter fan :D )


Just wondering - do you think it would be worth adding the extra characters and backgrounds to turn this into "Super StreetFighter 2 Turbo"? This would make it the definitive Streetfighter 2 as that was the last of the series. It would be great if you could!
Title: Re: Street Fighter II - CPC Edition
Post by: Xifos on 12:39, 27 September 13
Quote from: sigh on 12:01, 27 September 13

Regardless of the hardware sprite limitations on the MSX 2, the playability of the game "feels" like a proper streetfighter 2 game.This to me is far more important than anything else.


You have a point here.
Gameplay is the most important.
;)
Title: Re: Street Fighter II - CPC Edition
Post by: fano on 13:16, 27 September 13
Quote from: sigh on 12:01, 27 September 13
 


Regardless of the hardware sprite limitations on the MSX 2, the playability of the game "feels" like a proper streetfighter 2 game.This to me is far more important than anything else.


(but that's coming from a self confessed Street Fighter fan :D )
I am exactly in this case and i noticed too MSX version seems to own a good behavior (in proportion because it is just a MSX)
Btw, seems to miss projections and there is a need to try this to check if other SF2 features are respected like chaining or hit priority.
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 13:32, 27 September 13
Quote from: fano on 13:16, 27 September 13
I am exactly in this case and i noticed too MSX version seems to own a good behavior (in proportion because it is just a MSX)
Btw, seems to miss projections and there is a need to try this to check if other SF2 features are respected like chaining or hit priority.
It would help a lot having some info on those features (hit chaining and hit priority). I've been searching for them, but couldn't find any. Any help is welcome...
Title: Re: Street Fighter II - CPC Edition
Post by: fano on 14:02, 27 September 13
Quote from: AugustoRuiz on 13:32, 27 September 13
It would help a lot having some info on those features (hit chaining and hit priority). I've been searching for them, but couldn't find any. Any help is welcome...
Sadly , this is just empiric observations as never tried to reverse it and do i do not got the source code.That was long time ago (20years ?), i was a fan of SF2 (and CPC user) and studied a bit its mecanisms.


As far i remember , it seems to includes a priority system , some attack will 'break' other.For example light attack will generaly break heavies (but there are exceptions), some other attacks used as defense will break attacks (Ryu/Ken heavy punch crouched will break nearly all air attack) , some attack will make you unvulnerable during them (the famous Ruy/Ken dragon punch that passes trough hadoken for example).That lets me think there is a priority system (or collision points and boxes are very well positionned)


About chaining , maybe i am wrong but if i remember well there is something like "pre-combo" system (can not remember the first game that comes with combo , FF/MK ?).Some attacks combinaisons will allow you to disable oponent ability to guard/counter attack and you will be able to hit him even if he's in damage state (so unvulnerable).With Ken/Ruy , if you attack oponent when landing with heavy punch and chain with heavy punch (can not remember if it is crouched or not) , he will not be able to protect or to counter attack.If my memory is good, you can chain the same way with heavy foot and crouched heavy foot.


I wrote in the past a VM for SF2 like games (sadly all my job is lost) and there is an important thing, you must process attack responses at the end to allow balanced game for both opponents else one player will always have priority on other.


About IA , it is a bit tricky to program but with mixing predifined and adaptatives sequences, i think it is possible to get something correct as CPU opponent.


Sorry to seems to nickpit with that but i've been a huge fan of SF2, this is an old dream to see a CPC version (like R-Type) and your project is very interesting , if you need someone to help for betatesting , just get me in touch  ;)
Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 18:45, 27 September 13
This is... what... I'm touched... :`)
Title: Re: Street Fighter II - CPC Edition
Post by: dcdrac on 19:54, 27 September 13
would love to be a beta tester for this as well
Title: Re: Street Fighter II - CPC Edition
Post by: MacDeath on 21:51, 27 September 13
QuoteThis is really good news that they got it working at that speed as the CPC specs (correct me if I'm wrong) are quite similar to the MSX 2 specs?
Not really...

MSX2 has even bigger issues than CPC to scroll smoothly, but it also has many sweet Hardsprites... extra soundchips as well...

512×212 (16 colours out of 512) and 256×212 (256 colours) video modes...

128K just as video RAM...


QuoteMSX (first generation)

The effect of attribute clash when using the 256×192 Highres mode of TMS9918.
Processor: Zilog Z80A running at 3.58 MHz
ROM: 32 KB
BIOS (16 KB)
MSX BASIC V1.0 (16 KB)
RAM: 8 KB minimum, most machines provided either 32 or 64 KB; machines with 128 KB exist
Video Display Processor: Texas Instruments TMS9918 family
Video RAM: 16 KB
Text modes: 40×24 and 32×24
Resolution: 256×192 (16 colours). In reality there are just 15 colour tints available, because, just like Sinclair Spectrum there are two versions of black. Unlike the Spectrum however, one of the blacks is actually "transparent", so the MSX video picture could be overlayed on another video signal, for example one from a video disk.
Sprites: 32, 1 colour, max 4 per horizontal line
Sound chip: General Instrument AY-3-8910 (PSG)

QuoteMSX2

Processor: Zilog Z80A running at 3.58 MHz
ROM: 48 KB
BIOS + Extended BIOS (32 KB)
MSX BASIC V2.0 or V2.1 (16 KB)
DiskROM (16 KB) (optional, common)
MSX-Audio BIOS (32 KB) (optional, no machines are known with this BIOS built in)
RAM: 64 KB minimum, commonly 128 KB in Europe, 64 KB on Japanese computers, machines with up to 512 KB were made
Memory mapped (4 MB/slot max) (optional)
Video Display Processor: Yamaha V9938 (a.k.a. MSX-Video) Supports all MSX video modes plus:
Increased video RAM: 128 KB (sometimes 64 or 192 KB)
New text mode: 80×24
New bitmapped video modes without the attribute clash of MSX 1
New resolutions: 512×212 (16 colours out of 512) and 256×212 (256 colours)
Increased number of, and more advanced sprites: 32, 16 colours, max 8 per horizontal line
Hardware acceleration for copy, line, fill, etc.
Interlacing to double vertical resolution
A vertical scroll register
Vertical and horizontal display offset register
Sound chip: Yamaha YM2149 (PSG)
Clock chip: Ricoh RP5C01 (or compatible)
3.5 in (89 mm) Floppy disk drive is common

QuoteMSX2+

MSX2+ computer: a Panasonic FS-A1WSX
Only officially released in Japan (available in Europe and Brazil via upgrades)
Processor: Zilog Z80 compatible running at 3.58 MHz (the MSX2+ models from Panasonic can be set to run on 5.37 MHz by software, but this is not part of the standard)
ROM: 64 KB
BIOS + Extended BIOS (32 KB)
MSX BASIC V3.0 (16 KB)
DiskROM (16 KB) (optional, very common)
Kun-BASIC (16 KB) (optional)
Kanji ROM (optional)
RAM: commonly 64 KB (on Japanese computers)
Memory mapped (4 MB/slot max)
Video Display Processor: Yamaha V9958 (aka MSX-Video) All of MSX2's specifications plus:
The minimal video RAM is now 128 KB. Up to 192KB is supported.
a new 256×212 YJK video mode with 19268 simultaneous colors
a new 256×212 mixed-YJK/RGB video mode with 12499 simultaneous colors
a horizontal scroll register
Sound chip: Yamaha YM2149 (PSG)
Optional sound chip: Yamaha YM2413 (OPLL) (MSX-Music)
Clock chip RP5C01
3.5 in (89 mm) Floppy disk drive is very common

QuoteMSX turboR
Only released in Japan
Processor: R800 and Zilog Z80A compatible
R800 running at 7.16 MHz (instructions use about 4x less clock ticks than the Z80, so often quoted as 28.6 MHz when comparing with the Z80)
Zilog Z80A compatible (embedded in the T9769C MSX-Engine) running at 3.58 MHz for backward compatibility
ROM: 96 KB
BIOS + Extended BIOS (48 KB)
MSX BASIC V4.0 (16 KB)
DiskROM (16 KB)
Kun-BASIC (16 KB)
Kanji ROM (256 KB)
Firmware (4 MB)
RAM: 256 KB (FS-A1ST) or 512 KB (FS-A1GT)
Memory mapped (4 MB/slot max)
Additionally 16 KB (FS-A1ST) or 32 KB (FS-A1GT) of SRAM (battery-powered)
Video Display Processor: Yamaha V9958 (aka MSX-Video) so the same capabilities as MSX2+
Sound chip: Yamaha YM2149 (PSG)
Sound chip: Yamaha YM2413 (OPLL) (MSX-Music)
Sound chip: PCM
8-bit single channel (no DMA), 16 kHz max using BIOS routines.
Microphone built-in
Sound chip: MIDI in/out (FS-A1GT only)
Clock chip
3.5 in (89 mm) Floppy disk drive

MSX2 is more somewhat to the level of a bold PLUS than a CPC, just he was often limited because of MSX1 retro compatibility and scrolling issues.

but yeah, the z80 is the same speed, somewhat.
Title: Re: Street Fighter II - CPC Edition
Post by: Optimus on 08:09, 28 September 13
Wow, just saw this one!
Then I ran youtube videos of speccy and c64 versions just for the laughs :)
This looks quite promising, graphics are quite good made and finally smooth movement!
I am curious how this will go.
Title: Re: Street Fighter II - CPC Edition
Post by: MacDeath on 19:06, 28 September 13
Concerning the "limited number of buttons" aspect.

Keyboard can give some extra buttons.

for a 1 player mode, you can try to enable custom joystick/pads using both joy"ports" at the same time. because you know, you can connect 2 joystick on one port with the Y-cable... so you can actually get 4+4+1+1 buttons from this plug.

On a PLUS machine you can get both digital Joyports (same as the joy port on CPC + Y-cable), but also many "extra buttons" with the analog port... actually enabling a double joy' + many buttons per joy' experience.

yes this would need customer made adapters/especially cabled joypads/sticks...
But just to support the option/gamplay may get some peoples to solder stuffs and try it. (and some help from a redefine keys option...ouch)

And also we gotta remember keyboard/joystick clashes are a common amstrad occurence.

concerning the non scrolling :
Because the CPC can remove the borders, it may be a huge gain to get rid of this scrolling.
Even if it doesn't impact the framerate, it takes impact on RAM because you have to store the extra background.
And it doesn't really make the game better after all.

Deal with it, you may have to cut some of the arcade's features anyway.


Quotehardware sprite limitations on the MSX 2
only 4 sprites per line ? on an MSX2 ?
I bet some other MSX2 limitations were at work.

Not every models had Disk drives and 128+ RAM... some were cassette and 64K ram only (yet a lot of VRAM)

According to the specs I put before :
QuoteIncreased number of, and more advanced sprites: 32, 16 colours, max 8 per horizontal line

This is quite enough to get 2 characters well displayed... but yet how do you store those 4bpp spritessheet in 64K RAM only machine ?
Well the video tells it is a 128KRAM + 128KVRAM machine.
What is the video mode used by the backfrounds ? is this an attributed one or a 16 colours 4bpp one ?
Also the extrasoundcards may take some place.

of course i would love to have informations on the matter.
Title: Re: Street Fighter II - CPC Edition
Post by: DaDMaN on 16:25, 03 February 14
New Street Fighter II beta versión for MSX2 computers...
Extra sound hardware: FMPac for Music and MoonSound for samples.

Street Fighter beta for MSX2 (http://www.youtube.com/watch?v=J1Usc0UeTGo#)
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 21:38, 03 February 14
Wow that looks impressive!
Title: Re: Street Fighter II - CPC Edition
Post by: mahlemiut on 22:47, 03 February 14
Looks awesome.  But it looks like the gameplay isn't all that great.  Which means it's at least on par with the PC version. :)

And why does Dhalsim sound like Ryu?
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 23:08, 03 February 14
Gameplay looks pretty good to me , for an 8bit?
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 09:00, 04 February 14
It's not CPC related, but don't forget that run on a MSX-2.
It's VDP is enough powerful for doing that, and probably more... The 8bit CPU is not a problem.
Title: Re: Street Fighter II - CPC Edition
Post by: fano on 09:25, 04 February 14
Must say it is very impressive, but the v9938 is very powerfull too...
This a beta , let's wait to see if the gameplay becomes mature.
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 13:04, 04 February 14
Quote from: mahlemiut on 22:47, 03 February 14
Looks awesome.  But it looks like the gameplay isn't all that great.  Which means it's at least on par with the PC version. :)

And why does Dhalsim sound like Ryu?

It's beta, so I'm guessing that they haven't implemented Dhalsim voice yet and are using Ryu's as place holder.

Graphically it looks excellent. If they get the gameplay to the standard of the "MSX StreetFighter 2" it will be very good indeed.
The only thing that concerns me is the lack of play area as the width is very small. At such a tight width with those large sprites, the screen will need to scroll or you'll end up being trapped in a corner far to easily.
This is what I liked about the "MSX StreetFighter 2" version as although the sprites are tiny, the play area is a perfect length.

From the comments, it seems that they are using some form of expanded memory?
Title: Re: Street Fighter II - CPC Edition
Post by: redbox on 13:14, 04 February 14
Just looked at the specs for the MSX2 and it seems pretty much what the Plus range *should* have been  :o
Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 22:27, 04 February 14
Whoa. This looks like an earlier arcade...
Title: Re: Street Fighter II - CPC Edition
Post by: Xifos on 09:52, 27 February 14
Hi,

Are there any news for the cpc version ?

And is this the same team doing the new msx2 version ?
(which is really impressive)
:)
Title: Re: Street Fighter II - CPC Edition
Post by: arnoldemu on 10:26, 27 February 14
Quote from: Xifos on 09:52, 27 February 14
Hi,

Are there any news for the cpc version ?

And is this the same team doing the new msx2 version ?
(which is really impressive)
:)
I expect there will not be much news yet. They will be busy making the AI and making sure the gameplay is great.
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 11:16, 27 February 14
Yup, quite busy right now... And teams are different and unrelated for CPC and MSX2 versions...
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 11:31, 27 February 14
Quote from: AugustoRuiz on 11:16, 27 February 14
Yup, quite busy right now... And teams are different and unrelated for CPC and MSX2 versions...

Any updates on how the project is going in regards to the speed of the game, the scrolling (if any) and the controls?
Title: Re: Street Fighter II - CPC Edition
Post by: ivarf on 12:33, 27 February 14
Quote from: redbox on 13:14, 04 February 14
Just looked at the specs for the MSX2 and it seems pretty much what the Plus range *should* have been  :o


The GX4000 can scroll, MSX2 can not
Title: Re: Street Fighter II - CPC Edition
Post by: Xifos on 13:23, 27 February 14
Quote from: AugustoRuiz on 11:16, 27 February 14
Yup, quite busy right now... And teams are different and unrelated for CPC and MSX2 versions...

Ok i understand.
Sorry for asking, didn't want to put any pressure on you, i know this is a lot of work.
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 12:17, 28 February 14
Quote from: sigh on 11:31, 27 February 14
Any updates on how the project is going in regards to the speed of the game, the scrolling (if any) and the controls?


Speed remains the same right now, and scroll is back, though I'm not happy with the scrolling algorithm. I'll change it so that the scroll is based on a character "pushing" the borders, rather than keeping the characters midpoint @ the middle of the screen (thought it would work nice, but it doesn't).


Scroll is implemented using hardware, one character at a time, so it's not as smooth as it could be.


Controls: We're still testing which is the best way of implementing several kind of punches without ghosting. I think that forcing playing with the joystick plus some additional key is not a good idea, sorry. Also, timing the presses will make SFII look more like a KoF. So right now what's implemented is a direction based strategy. If you push forward, it's a strong attack. If you push back, a weak attack. If no direction (back/fwd), then it's a middle attack.


Also, we're discussing right now if we will use tiles to build the background (in order to save some memory), or keep doing it with a big bitmap as it is right now (this will be a disc only release)... We need memory!!!
Title: Re: Street Fighter II - CPC Edition
Post by: Xifos on 13:22, 28 February 14
Does it really need to scroll ?
I found that the version without scrolling (the video you posted) worked well.
Or do you intend to reduce screen width to 64 bytes, and use hardware scrolling ?
(and have to use tiles 2*8 for background)
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 13:38, 28 February 14
Well, it's not that it's needed, but it's a "nice to have", as it doesn't impact performance.
Screen width as of now is 176 pixels (88 bytes), and, if changed, it will be to expand a little, never to reduce.
Tiles are not "needed" for scrolling. It's just a matter of saving some (quite a bit of, actually) memory...
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 13:47, 28 February 14
Quote from: AugustoRuiz on 12:17, 28 February 14

Speed remains the same right now, and scroll is back, though I'm not happy with the scrolling algorithm. I'll change it so that the scroll is based on a character "pushing" the borders, rather than keeping the characters midpoint @ the middle of the screen (thought it would work nice, but it doesn't).


Scroll is implemented using hardware, one character at a time, so it's not as smooth as it could be.


Controls: We're still testing which is the best way of implementing several kind of punches without ghosting. I think that forcing playing with the joystick plus some additional key is not a good idea, sorry. Also, timing the presses will make SFII look more like a KoF. So right now what's implemented is a direction based strategy. If you push forward, it's a strong attack. If you push back, a weak attack. If no direction (back/fwd), then it's a middle attack.


Also, we're discussing right now if we will use tiles to build the background (in order to save some memory), or keep doing it with a big bitmap as it is right now (this will be a disc only release)... We need memory!!!

Just my 2 cents (or 2 pence!),

I would remove the scrolling. You've created the sprites in a very good size, that there is enough area to move around and not get corner trapped.
The directional control method sounds problematic as there are characters that activate certain unique moves when pushed in a certain direction. For instance - Chun Li does her air flying rotating kick cross up move, when you push down diagonal and kick.

If your having the Super characters in their like Deejay, Cammy etc - they have a few directional moves too.

The "no direction" is a good idea and I was wondering if it you could have this set up:

Tap button with joystick in any dierection - Light move
Hold  button with joystick in any direction - Hard move
Tap button with "no direction" - Medium move.

I think with this method, you can still pull off a lot of the combos like Ryu's flykick - medium kick into fire ball or Guiles Jumping Punch - uppercut - sonic boom into back fist etc.

For the background, I would suggest a mixtute of tiles and big bitmap.

Edit: Just read this...

Quote from: AugustoRuiz on 13:38, 28 February 14
Well, it's not that it's needed, but it's a "nice to have", as it doesn't impact performance.

Fair enough. Then yes - leave it in if you can.
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 13:49, 28 February 14
Quote from: Xifos on 13:23, 27 February 14
Ok i understand.
Sorry for asking, didn't want to put any pressure on you, i know this is a lot of work.
Btw, I don't feel that asking is putting pressure, don't worry. But due to my limited time to devote to this project, the progress is slow.
For example, I've been struggling for three weeks trying to find out why my loading code worked in WinAPE and other emulators, but it crashed on the real CPC6128. I don't have a physical machine to test it (I only have a 464 with green monitor), so it's been a bit difficult, and it has taken more time than what it should. In the end it was a matter of not waiting enough time to let the drive motor reach a stable speed, and some bug in the recalibration routine. I had to study R-Type source to see that most of my implementation was Ok, but there where some things that I was doing a different way (such as the way to wait for the motor to get to speed), and several constant values. As soon as I changed that, it started working on the real machine (although now it loads slower on the emulator).
By the way, the greetings and thank you list in this production will need to have it's own load. A lot of people are helping (whether they know it or not!)...
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 14:04, 28 February 14
This shows that the emulators do not emulate 100% the machines.

Have in mind once finished, make a version for the plus range? or integrated it?(as does the Prehistorik 2).
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 15:00, 28 February 14
Quote from: dragon on 14:04, 28 February 14
This shows that the emulators do not emulate 100% the machines.

Have in mind once finished, make a version for the plus range? or integrated it?(as does the Prehistorik 2).


Hum... DaD would certainly like that, but being sincere... I've been working on this project for several years. I'm not sure I'll have the motivation to do a Plus version. It's not on my mind right now... But adding support to the CTC-AY in order to play samples might be nice. Hadouken!
Title: Re: Street Fighter II - CPC Edition
Post by: fano on 09:47, 01 March 14
Quote from: AugustoRuiz on 12:17, 28 February 14Controls: We're still testing which is the best way of implementing several kind of punches without ghosting. I think that forcing playing with the joystick plus some additional key is not a good idea, sorry. Also, timing the presses will make SFII look more like a KoF. So right now what's implemented is a direction based strategy. If you push forward, it's a strong attack. If you push back, a weak attack. If no direction (back/fwd), then it's a middle attack.
Does this causes problem with special moves that uses a lot direction keys ?


Quote from: AugustoRuiz on 15:00, 28 February 14Hum... DaD would certainly like that, but being sincere... I've been working on this project for several years. I'm not sure I'll have the motivation to do a Plus version. It's not on my mind right now... But adding support to the CTC-AY in order to play samples might be nice. Hadouken!
If you need some help with CTC-AY , just send me a PM  ;)


I can not remember if i already wrote this but good luck with the project , SFII with R-Type are my dreams for CPC, take your time but do us a great conversion  ;)
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 17:27, 01 March 14
No, there's no problem with that, the way I'm handling attacks and special moves is always the same, having an ordered table with the required moves, stored backwards. Key presses are stored in a ring buffer, and whenever an attack button is pressed, the attack table is traversed and key presses are checked. The order of the attacks in the table will allow me to have precedence of certain attacks over others.

Attacks are stored this way:

Required initial state (on the floor, in the air...) - 1 byte
Key presses ordered backwards (n bytes)
0xFF end of attack key presses
Attack struct address (2 bytes)

Attack struct stores damage inflicted when hit and when blocking, hit areas, attack status proc address... Things like that.

So simple attacks can be stored last in the table, and that way there will be no conflicts.

The nice thing is that I work with forward/back instead of left/right. :)

I appreciate the offer, fano. I'll let you know ;)
Title: Re: Street Fighter II - CPC Edition
Post by: arnoldemu on 21:14, 03 March 14
This version of Street Fighter 2 is mentioned in Retro Gamer. There is a picture from it too.
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 00:34, 04 March 14
Which issue? 126?
Title: Re: Street Fighter II - CPC Edition
Post by: arnoldemu on 09:49, 04 March 14
Quote from: AugustoRuiz on 00:34, 04 March 14
Which issue? 126?
Yes.
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 15:39, 04 March 14
Need to buy this issue.

@AugustoRuiz: Your version is really looking stunning and I look forward to seeing more.


Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 16:28, 04 March 14
Quote from: arnoldemu on 09:49, 04 March 14
Yes.
Hum, seems I cannot buy it in Spain for my Android tablet :( Any picture?


Quote from: sigh on 15:39, 04 March 14@AugustoRuiz: Your version is really looking stunning and I look forward to seeing more.

Let's hope we can complete it with the expected quality!
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 16:36, 07 March 14
Quote from: AugustoRuiz on 16:28, 04 March 14
Hum, seems I cannot buy it in Spain for my Android tablet :( Any picture?
Finally I could buy it via Zinio :)
Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 08:26, 18 April 14
Damn, sorry, didn't see the newer posts earlier... here's the RG mention:


[attachimg=1]
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 09:58, 22 April 14
Thank you!!
Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 11:09, 23 April 14
You're more than welcome :)
Title: Re: Street Fighter II - CPC Edition
Post by: Ast on 18:30, 17 September 14
Is this project discontinued ????
Title: Re: Street Fighter II - CPC Edition
Post by: CraigsBar on 18:39, 17 September 14
Quote from: Ast on 18:30, 17 September 14
Is this project discontinued ????
I really hope not. It was looking amazing.
Title: Re: Street Fighter II - CPC Edition
Post by: arnoldemu on 08:50, 18 September 14
Quote from: Ast on 18:30, 17 September 14
Is this project discontinued ??? ?
I would expect a project of this size to take many years to complete.
Here I talk about where developers have family and jobs.
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 18:47, 18 September 14
I agree. A project like this is in for the long haul, but I believe that it will get done.
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 23:23, 18 September 14
Nobody knows...

Any CPC version of SF2 will be cursed...

U.S. Gold throw a spell on it back in the day and now it's impossible to finish any attempt of doing it.

it's true!! a pink unicorn told me!!




Title: Re: Street Fighter II - CPC Edition
Post by: CraigsBar on 00:47, 19 September 14
Quote from: Joseman on 23:23, 18 September 14
Nobody knows...

Any CPC version of SF2 will be cursed...

U.S. Gold throw a spell on it back in the day and now it's impossible to finish any attempt of doing it.

it's true!! a pink unicorn told me!!
hee hee.

I heard from a leprechaun that it was coming, but only on the CPC 472.

Craig.
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 18:06, 22 November 14
We're still working on it, but progress is being really slow. Hard to cram all of it in 128kb. And work is really busy since quite a while...

But it will be done.
Title: Re: Street Fighter II - CPC Edition
Post by: Xifos on 18:15, 22 November 14
The most important is that you're enjoying doing it.
;)
Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 20:20, 22 November 14
Yup. It'd be nice if you shared some of the progress though :)
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 01:44, 29 November 14
Quote from: AugustoRuiz on 18:06, 22 November 14
We're still working on it, but progress is being really slow. Hard to cram all of it in 128kb. And work is really busy since quite a while...

But it will be done.

Has any new features have been added on since the last video?
Title: Re: Street Fighter II - CPC Edition
Post by: MacDeath on 03:11, 29 November 14
Just ask Tiertex to do it...

problem solved.
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 12:20, 29 November 14
Quote from: MacDeath on 03:11, 29 November 14
Just ask Tiertex to do it...

problem solved.

Are there any list of games that tiertex destroyed/raped on CPC?
Title: Re: Street Fighter II - CPC Edition
Post by: MacDeath on 14:15, 29 November 14
CPCpower seems to fail to aknowledge about Tiertex involvement in this massive Amstrad rape... :laugh:


perhaps more at CPCrulez :
CPCRULEZ &#9733 AMSTRAD CPC &#9733 TIERTEX (http://cpcrulez.fr/info-tiertex.htm)

here an article about the making-of (porting-off) Strider.
CPCRULEZ &#9733 GAME &#9733 MAKING OF "STRIDER 1"{UK} (http://cpcrulez.fr/games-makingof-strider_1-tiertex.htm)

another great disapointment :
CPCRULEZ &#9733 GAME &#9733 MAKING OF "Indiana Jones and the Last Crusade"{UK} (http://cpcrulez.fr/games-makingof-indiana_jones_3-tiertex.htm)
yeah... speccy port at its worth worst...
They couldn't even get the sprite in different colours despite those being "masked sprites" even on speccy.
The same sort of port as blacktiger while Stirder is somewhat superiorly ported (speccy wise).

all of them were just a waste of good licenses/franchises on CPC.
But to be fair Tiertex somewhat managed to produce a few almost decent games as well... I mean some of those games were actually good on speccy so the CPC version wasn't totally bad...

AlienStorm per example was not bad at all, for once.
Last duel manage to be in "real Mode1" as well.
Thunderblade is in Mode0... but yeah, slow speccyport anyway with some badly ported graphics (can see whole lines instead of ditherings here and there.
and so on.

Point is : they had to produce massive Arcade licenses and mostly fails almost everytime to product something decent of it on the CPC.

sorry was a bit out of topic but fun.  :D
Title: Re: Street Fighter II - CPC Edition
Post by: Carnivius on 17:47, 29 November 14
Quote from: MacDeath on 14:15, 29 November 14
Point is : they had to produce massive Arcade licenses and mostly fails almost everytime to product something decent of it on the CPC.


Oi, UN Squadron is in their list of games so they can't be all that bad.   I enjoyed their Strider 2 (original game rather than an arcade port).  Actually I prefer it to the official Capcom Strider 2 that was on arcade/PS1 many years later (which I found to be a nicely presented but totally vapid and bland attempt at resurrecting the series).

Hm, just remembered I got UN Squadron and Strider 2 on the same birthday and they have similar box design.  That was a good birthday (and actually the only time I can recall having friends come round and spend the day with me and give me presents.  That was over 20 years ago?  Dang, my life is lonely...)
Title: Re: Street Fighter II - CPC Edition
Post by: MacDeath on 01:53, 30 November 14
Of course there were a few exceptions... ;D
Title: Re: Street Fighter II - CPC Edition
Post by: Sykobee (Briggsy) on 11:27, 30 November 14
I still enjoyed playing indiana jones despite the spectrum port nastiness. But it could have been so much better. Even different coloured sprites, even if still monochrome. E.g., Dark Red Background tiles, Orange/Yellow foreground tiles,


But I guess they ported that 4KB buffer code from the Spectrum (for vertical blank syncing) straight into the CPC version, hence the full mono experience. A basic hack-up of the game would require changing the rendering code entirely to work directly with the display (maybe via a double buffer) - and that probably would make it 128KB only - and as soon as that happens you might as well redo the graphics anyway...
Title: Re: Street Fighter II - CPC Edition
Post by: Carnivius on 14:01, 30 November 14
Quote from: Sykobee (Briggsy) on 11:27, 30 November 14
I still enjoyed playing indiana jones despite the spectrum port nastiness. But it could have been so much better. Even different coloured sprites, even if still monochrome. E.g., Dark Red Background tiles, Orange/Yellow foreground tiles,

Bit of brown, grey or orange or whatever, would have been nice for caves and Indy himself making his sprite a lot more recognisable as him.   All blue seems a weird choice that seems to be done just for clarity with the lack of colour more than anything else.   Damn speccy ports...
Title: Re: Street Fighter II - CPC Edition
Post by: Carnivius on 15:21, 30 November 14
Here's a quick rough edit of what I meant by the Indy Mode 1 colours.

Reshaped various parts and details of the sprite too.    For the full effect I'd have to redo the tiles from scratch and give them much more volume and use of the colours (all I did was add a bit of shading to the rocks and quick colour swaps on the rest) but I'm quite happy with more accurate Indy himself looks even with the limit in colours.
(http://i.imgur.com/YbFPRBs.png)

and the screenshot I used from the game.
  (http://cpcrulez.fr/img/327.png)

Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 18:13, 30 November 14
Wow that's beautiful.
Title: Re: Street Fighter II - CPC Edition
Post by: dcdrac on 18:32, 30 November 14
Quote from: Gryzor on 18:13, 30 November 14
Wow that's beautiful.

i think so too so what stopped the original looking like that?
Title: Re: Street Fighter II - CPC Edition
Post by: Carnivius on 18:42, 30 November 14
Quote from: Gryzor on 18:13, 30 November 14
Wow that's beautiful.

Eh, really?  Aw, now I wish I had the time to give the tiles a proper make-over.   :)


Hm, just realised this topic's gone astray.  I didn't realise it was still the SFIICPC topic.  Got confused thinking it was about Tiertex.   ???
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 19:07, 30 November 14
Quote from: AugustoRuiz on 18:06, 22 November 14
Hard to cram all of it in 128kb.


Was wondering if this is going to need more than one disk? I think that the Amiga version of Streetfighter 2 came on 4.
Title: Re: Street Fighter II - CPC Edition
Post by: TFM on 22:41, 30 November 14
Yes, but since Amiga discs have a weird format, and due to this it's lifespan is very limited, I assume it was 4 times the same disc.  :P
Title: Re: Street Fighter II - CPC Edition
Post by: Sykobee (Briggsy) on 22:37, 01 December 14
Lovely, and so simple a change too!
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 15:17, 22 January 15
Since the thread is so quietly, here it is the last msx2 Street Fighter 2 video, renamed now to Pointless Fighting:

Pointless Fighting first play - YouTube (https://www.youtube.com/watch?v=nJGshW0DdGk)




Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 15:28, 22 January 15
Niiiiiiice! :)
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 15:31, 22 January 15
The music is played toooooo slow...  :-\
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 15:41, 22 January 15
The IA of the cpu player it's very decent, they act a little like the arcade, i think it's a good work on this side, not only graphics
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 17:02, 22 January 15
Quote from: Joseman on 15:17, 22 January 15
Since the thread is so quietly, here it is the last msx2 Street Fighter 2 video, renamed now to Pointless Fighting:

Pointless Fighting first play - YouTube (https://www.youtube.com/watch?v=nJGshW0DdGk)

WOW!!! That is superb!

Music is slow, but it's all work in progress.

This link has the older version with the music made for the MSX2 RAM pack:

Street Fighter beta for MSX2 - YouTube (https://www.youtube.com/watch?v=J1Usc0UeTGo)

Title: Re: Street Fighter II - CPC Edition
Post by: remax on 17:18, 22 January 15
Quote from: TotO on 15:31, 22 January 15
The music is played toooooo slow...  :-\

It's the easy listening version...
Title: Re: Street Fighter II - CPC Edition
Post by: MiguelSky on 07:13, 23 January 15
Nice graphics and the IA looks like correct, yes, but technically it yet miss two main features: scroll and animated backgrounds. At least, the Spectrum version has onmidirectional scroll and the C64 version a vertical one. This only seems a fast and colorful The Way of the Exploding Fist.
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 12:59, 23 January 15
Quote from: MiguelSky on 07:13, 23 January 15
Nice graphics and the IA looks like correct, yes, but technically it yet miss two main features: scroll and animated backgrounds. At least, the Spectrum version has onmidirectional scroll and the C64 version a vertical one. This only seems a fast and colorful The Way of the Exploding Fist.

Personally, I think that the missing animated backgrounds are not important for the gameplay so I wouldn't really call it a main feature that would ruin the experience.
In regards to scrolling, the characters are big so it definitely changes how the game is played. In this case I still reckon that the other version would play better:

MSX Street Figther 2 (http://www.youtube.com/watch?v=tCHcTwpgKVI#)

Although the characters in this version aren't anything like the arcade and small, the amount of background space negates the need for any scrolling.
I also think that though the characters are small and nicely animated, they could still be drawn better to resemble the arcade.
Title: Re: Street Fighter II - CPC Edition
Post by: chinnyhill10 on 10:52, 03 May 15
I just reviewed the Speccy version and made mention of the aborted CPC version. Anyone know the status of the remake?


ChinnyVision - Ep 57 - Street Fighter 2 - Sinclair Spectrum (http://www.youtube.com/watch?v=5rMMoOb7rzI#ws)
Title: Re: Street Fighter II - CPC Edition
Post by: robcfg on 11:07, 03 May 15
I played the work in progress version some time ago and was looking fantastic.


I guess real life gets in the way of CPC development  ;D
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 12:09, 03 May 15
At the end there will be the plus version ? (or best 4cpc version :) ).
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 13:38, 03 May 15
forget about plus, plus sucks, only cpc classic is the real deal
Title: Re: Street Fighter II - CPC Edition
Post by: CraigsBar on 14:26, 03 May 15
Quote from: Joseman on 13:38, 03 May 15
forget about plus, plus sucks, only cpc classic is the real deal
and *that* is the exact thinking that meant the majority of plus games were straight CPC ports. The plus does offer real benefits if used correctly. And with the c4cpc I hope we will start to see these sooner rather than later.

If you don't have (or want) a plus then that is fine. But to knock it as a beneficial platform helps no one and will fragment the community. Which in my opinion should be avoided.
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 15:08, 03 May 15
the cpc plus, the only thing that achieved is to stole good games to the cpc classic: pang, navy seals, robocop 2... the rest was a total falliure, only for this, the cpc plus must never saw the light of day
Title: Re: Street Fighter II - CPC Edition
Post by: andycadley on 15:28, 03 May 15
Quote from: Joseman on 15:08, 03 May 15
the cpc plus, the only thing that achieved is to stole good games to the cpc classic: pang, navy seals, robocop 2... the rest was a total falliure, only for this, the cpc plus must never saw the light of day

Yeah, the Speccy port versions we'd have got otherwise would be so much better. Thankfully there isn't anyone interested in the Plus machines, as the total lack of interest in Gerald's C4CPC shows...
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 15:36, 03 May 15
this games are ocean games, when ocean did speccy ports???

and the asic not being 100% compatible with the cpc classic, what a joke. they even do the keyboard scanning right, c'mon really??


Title: Re: Street Fighter II - CPC Edition
Post by: robcfg on 15:43, 03 May 15
Well, if just only for the palette, the plus range is worth it.

I do really hope we get cool new productions that take advantage of the plus features!
Title: Re: Street Fighter II - CPC Edition
Post by: TFM on 16:05, 03 May 15
Quote from: Joseman on 13:38, 03 May 15
forget about plus, plus sucks, only cpc classic is the real deal


Can you please stop smiting our beloved 6128 Plus!?! Go to the c64 forum if you want to do that. Or make a better computer by your self.
Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 16:19, 03 May 15
It's a well known fact that the Plus series was too little, too late, much under-marketed and plagued with lack of corporate devotion.

That said, to say it doesn't have its merits is... Silly.
Title: Re: Street Fighter II - CPC Edition
Post by: TFM on 16:30, 03 May 15
Well, I really don't know about all that too late - too little and so on. But isn't that true for pretty much 90% of all sucessors in the computer (and also console) market?


Whatever. I remember I was damn glad when I got my 6128 Plus back the day (hat to sell a computer with HD64180 CPU for it...). And I've been surprised and overwhelmed by the vast amount of additional possibilities. My first thought was "WoW! That's a complete new system!". And I still like it very much.  8)   :)



Title: Re: Street Fighter II - CPC Edition
Post by: CraigsBar on 16:31, 03 May 15
Quote from: andycadley on 15:28, 03 May 15
Yeah, the Speccy port versions we'd have got otherwise would be so much better. Thankfully there isn't anyone interested in the Plus machines, as the total lack of interest in Gerald's C4CPC shows...
ROFL, and the increase in gx4000 sales on eBay also.
Title: Re: Street Fighter II - CPC Edition
Post by: TFM on 16:35, 03 May 15
Quote from: CraigsBar on 16:31, 03 May 15
ROFL, and the increase in gx4000 sales on eBay also.


The only limit is their availability.  ;)
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 16:42, 03 May 15
and when a cpc coder is going to release a cpc classic game or thinking on doing a cpc classic game, some people ALWAYS says that better go for a plus version because of the hardware sprites bla bla bla. I get offended with this kind of things, if you want cpc  plus features go and do it for yourself, let the cpc classic coders alone and  let the cpc classic releases alone!
Title: Re: Street Fighter II - CPC Edition
Post by: robcfg on 17:05, 03 May 15
I don't understand why you are so mad at people wanting to see improved versions of games, or new releases.


If you want to make a game only for standard CPC, just go for it! If that's what you want to do, why do you care about people asking for plus releases?


It's a bit the same situation as with Carnivac wanting to stick with his beloved 464. It's ok, and as that is his desire, he should go for it. But imagine him saying that the 6128 shouldn't have seen the light of the day because he prefers the 464. That would be overkill, right?


Just chill out, and do whatever you want, it isn't worth the time bashing a machine because you don't like it.
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 18:50, 03 May 15
well the 6128 was a necessary improvement over the 464 (I had a 464 back in the day), even i think that the 464 must be a 4128 from the start to compensate the 16k's screens with double buffering or to compensate the tape load with one single load.

the plus machines, for me, are cpc emulators, they really are emulating the cpc with the asic!.

Tell me that the plus range had 256/512KB, 3,5" drives and a 16bit Z80, and then I'm ok with emulate (even not 100% right) the cpc classic. Or tell me that the cpc plus had 250 games with awesome colors, hardware sprites and DMA sounds, i'm ok with it!

But 128k's, 3" drives, virtually no games or software especially made for it, emulating (not 100% adcurate) a classic cpc to use his software library.. and the 3 or 4 games that are specific plus were cancelled for the classic range because amstrad needed to improve sales on the plus range, that was a low blow for a lot of us!
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 21:13, 03 May 15
wtf, I open the box thunder :D.

Anyway ¿whats mean emulated?. Asic+ emulated the cpc because.. all circuitry is  in one chip?...So crtc 4 cost down is emulating the original cpc?. And in the original cpc  with  the gate array 40010 is emulating the gate array 40008 and  the 40008 are emulating the 40007 and 40007 is emulating the cpc board protoype?.

crtc type 0 is the original and the others are emulating the original?. Who are the true cpc?.


???


Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 21:43, 03 May 15

Crtc 4 cost down, for me is the same thing that with the cpc+.

The CRTC 0 in my opinion is the original chip, and my cpc daily used has a CRTC 0.

the GA 40010 is a better implementation with the same technology, this isn't emulate, it is improve things with the same technology.

The asic is some kind of PLD implementation, emulating some chips of the CPC.

in the cpcwiki says it clear:

CPC+ ASIC emulates the following chips :
In my opinion the cpc+ is some kind of hardware emulation of the cpc classic.



Title: Re: Street Fighter II - CPC Edition
Post by: robcfg on 23:27, 03 May 15
It's not actually emulating anything, it's greater integration to reduce chip count. The gate array, same as the Spectrum's ULA chip, is an integration of a lot of components.
Title: Re: Street Fighter II - CPC Edition
Post by: chinnyhill10 on 23:46, 03 May 15
There's an awful lot of noise here for a thread that is supposed to be about Street Fighter 2. >:(
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 01:23, 04 May 15
Perhaps some OP can split this topic to something like "Was the CPC+ emulating a CPC classic?"  :laugh:
Title: Re: Street Fighter II - CPC Edition
Post by: gerald on 08:19, 04 May 15
Adding noise to the noise :
[ot]
Quote from: Joseman on 21:43, 03 May 15
CPC+ ASIC emulates the following chips :

       
  • CRTC 6845
  • Gate Array (http://www.cpcwiki.eu/index.php/Gate_Array)
  • PAL (http://www.cpcwiki.eu/index.php/PAL16L8) (128K RAM paging)
  • 8255 PPI
  • Printer Port Data and Strobe
  • Floppy Motor enable flip-flop, Floppy Address decoding (FDC chip Select)
How can you consider that the ASIC is emulating HW that the company have already designed. This just show either your HW limited knowledge or bad faith.

Do you know what is the difference between a gate array and an asic ?
Do you know what is the difference between a PAL and an asic ?
Do you really mean that an 'emulated' Logic/DFF in an ASIC is behaving differently compared to a discrete Logic/DFF ?

In simple word, the answer is integration : cost/spaca saving.

Now, regarding PPI and CRTC, while amstrad did not design them, there is a good chance they licensed their IP. No emulation either !

[/ot]
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 08:47, 04 May 15
Quote from: gerald on 08:19, 04 May 15
Adding noise to the noise :
[ot]How can you consider that the ASIC is emulating HW that the company have already designed. This just show either your HW limited knowledge or bad faith.

Do you really mean that an 'emulated' Logic/DFF in an ASIC is behaving differently compared to a discrete Logic/DFF ?

[/ot]

I'm not saying this (i don't have an oscilloscope at the moment  :laugh: ), the community is saying this:

"The functionality of the 8255, Gate-Array and 6845 is not identical to the CPC. As a result programs written which rely on special features of these chips may not work correct. "

"The CPC+ appears to be slightly different in respect to the timing. It appears all colour changes are 1/2 NOP later than they would be on a CPC. When programming some CRTC changes some timings appear to be 2 us later!"
source:http://www.cpctech.org.uk/docs/cpcpdiff.html

Title: Re: Street Fighter II - CPC Edition
Post by: arnoldemu on 10:23, 04 May 15
@gerald (http://www.cpcwiki.eu/forum/index.php?action=profile;u=250):

I believe Amstrad implemented their own 8255 PPI. They cut it down too.

The ASIC version is missing the following:
- PPI port B input/output state is fixed to input; it can't be controlled like on a real 8255
- PPI port C input/output state is fixed to output; it can't be controlled like on a real 8255
- PPI mode 1 and mode 2 are not implemented.
- On a real 8255, changing the port direction or mode causes all outputs to be reset to 0. This is not the case on the ASIC PPI and this is the source of the keyboard bugs.

Concerning the CRTC:

- It's difficult to tell if it's a licensed design that is then modified. There are certainly differences when compared to UM6845, MC6845, UM6845R and HD6845R.

Amstrad have their own status registers which expose the internal state of the CRTC; so it seems like it's their own implementation.

I believe it has all functions, including CURSOR but I can't say exactly because I didn't test this.
ToTO should know if the PlayCity works with Plus and type 4. :)

As far as I can tell Type 3 and type 4, in terms of crtc operation are the same. It is not clear if type 4 is a stripped down type 3, or type 3 is an enhanced type 4.

The Gate-Array implementation is identical as far as I can tell except for the extension for the access to the ASIC features. In the original Gate-Array bit 5 was undefined, but in the ASIC Gate-Array bit 5 is used here.

Also the timing is a bit different. The screen appears shifted to the right (or left - can't remember) compared to a CPC6128, the timing of the colour changes is therefore different compared to a 6128. The timing for the instructions is identical. I'm not sure if the Plus is buffering the data in a different way and so some colour changes are delayed/altered.
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 13:41, 04 May 15
I don't understand why in the interviews of amstrad people the people never asking these stuff.Amstrad/plus gate array design details decisions are by far totally obscure 25 years or more later they are developed.


Title: Re: Street Fighter II - CPC Edition
Post by: Axelay on 14:48, 04 May 15
Sorry about the even more noise but... I've read this and I'm thinking... that guy from Navy Moves is arguing with himself!
Title: Re: Street Fighter II - CPC Edition
Post by: robcfg on 15:25, 04 May 15
XDDDDDDDDD

That was a good one! :D
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 15:52, 04 May 15
O.k so this is the street fighter amstrad plus needs:

Yo can choose a  amstrad cpc 464 664 6128 and plus with arm and  legs and with the head of your conuntry flag .An especial tournamet to chosse the best computer, only one remain. Thorw especial attacks with tape,disc or cartridge based on each computer specifcations.

Destroy the scenary, and you can get especial items as crtcs gate arrays z80 and ppi (different versions),acople it your cpc fighter and gain new fantastic movements in combat!!.

And don't forget visit  the shop after a combat, you can buy new tapes disk or cartridges with more new attacks. And  extras expansion powers attacks connected at you back port.

cpc classic user pcan lay the game  to destroy the evil 6128 plus!!!. cpc futuristic users can play the game so you can destroy the evil amstrad cpc 464!!!.

And extra,you hate uk games? you hate spanish games?. Put the flag in the head of your enemy and enjoy!!.

And of course our game have hide fighter such   gx4000 spectrum +3 and amstrad pcw,472, amstrad vcr,h-fi  and other secrets. Only the best players can get it!!!.

Amstrad fighter. The best street street fighter of the world. ony for amstrad plus and cpcwiki users.

:blank:
Title: Re: Street Fighter II - CPC Edition
Post by: Ast on 16:07, 04 May 15
and what about Street Fighter II - Cpc Edition ?
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 19:10, 04 May 15
Technically what Dragon says is Street Fighter II - CPC Edition  :laugh:
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 20:20, 04 May 15
ahh if amstrad plus can do that in 1990

Testing the WIP of the MSX2 port of Super Mario World on openMSX running a (https://www.youtube.com/watch?v=XQ2k7BLeyTo)



Quote from: Joseman on 19:10, 04 May 15
Technically what Dragon says is Street Fighter II - CPC Edition  :laugh:

Ok.Ok, the next step in the marketing of the game  is made a Street Fighter II - CPC Edition monopoly editión. if street fighter can we can.
Title: Re: Street Fighter II - CPC Edition
Post by: Neil79 on 14:41, 19 June 15
Another one done! Indie Retro News: The latest free games, indie games and retro news: Street (http://www.indieretronews.com/2015/06/street-fighter-ii-real-cpc-edition-is.html)


What a day  :laugh:
Title: Re: Street Fighter II - CPC Edition
Post by: beaker on 22:11, 19 June 15
Shame they want to keep it at 128k and not push on and use half a Meg given how many people have xmem and symbifaces.
Title: Re: Street Fighter II - CPC Edition
Post by: Ast on 18:04, 20 June 15
You're right beaker!
Title: Re: Street Fighter II - CPC Edition
Post by: gerald on 18:12, 20 June 15
Quote from: beaker on 22:11, 19 June 15
Shame they want to keep it at 128k and not push on and use half a Meg given how many people have xmem and symbifaces.
Still better than a 64k tape only version, no ?
Title: Re: Street Fighter II - CPC Edition
Post by: CraigsBar on 20:23, 20 June 15
Quote from: gerald on 18:12, 20 June 15
Still better than a 64k tape only version, no ?
Am I the only one hoping for a genuine gx4000 cart version?
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 21:14, 20 June 15
I think that is crazy to ask from a 512k's version, cartridge version, plus version, when there isn't any version 100% finished (perhaps even 50% finished).

Games like SF2, with this amount of sprites, graphics, IA's... i can't even imagine how time must be wasted to achieve something relatively close...

I really think that people should learn asm, and try it by himself how difficult is to make a game...





Title: Re: Street Fighter II - CPC Edition
Post by: CraigsBar on 21:47, 20 June 15
Quote from: Joseman on 21:14, 20 June 15
I think that is crazy to ask from a 512k's version, cartridge version, plus version, when there isn't any version 100% finished (perhaps even 50% finished).

Games like SF2, with this amount of sprites, graphics, IA's... i can't even imagine how time must be wasted to achieve something relatively close...

I really think that people should learn asm, and try it by himself how difficult is to make a game...


I know damn well I could never do it. Which is why I buy these games whenever possible.... Looking along my shelf here I have A Disk of Space Chicken, Tapes of everything ever released for the CPC by Psytronic - All of which I bought on tape before I had a machine capable of loading them. An Official cart version of Street Fighter II, any of @Carnivac (http://www.cpcwiki.eu/forum/index.php?action=profile;u=50) 's games of they ever get ported back to the CPC on any format etc... Hell if R-Type 128 or Rick Dangerous 128Plus were to get a GX4000 cart re-working I'd gladly pay for those too.


I'd also pay for a CPR file in a nice box. Not because I need to, or I'd even play the games every day, But because *THAT* is what is right, to compensate these wonderful people who spend hours developing games for a machine that will never be a commercial venture for them.


It's all to say Thank You.


Craig





Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 10:02, 10 September 15
So... Here's an update, as asked by Joseman. But I'm not sure if you will like it... :P

Well... I'm porting right now my code to asz80, and reimplementing some of my tools in C (instead of C#), and making them commandline friendly, so that they can easily be included in makefiles. I already reimplemented img2cpc, and I'm reimplementing dskgen (I am using the FDC to read sectors directly, and needed a tool that allowed me to write files in a DSK in that way, also generating a very simple catalog. Files are stored always in consecutive sectors, so CPM catalog is a bit too much for me).

I'm porting SF2 to use CPCTelera, basically, and extending CPCTelera to fit my needs (adding support for 128Kb, banking, and the like). That might seem a lot of work, but the progress is steady and this has motivated me to keep working on SF2. I was stuck and disappointed at how bad I got programming in assembly whenever I had to walk away of the project for some time and got back to it. Being able to implement non-time-critical things in C will help me speeding up the development, and also save me from frustration...


So no big advances for now, but I hope that the development speed will increase once I'm done porting the code. 70% of the assembly has already been ported/adopted from cpctelera, and I got my interrupts, splitscreen, double buffering and erase list management already working ;)
Title: Re: Street Fighter II - CPC Edition
Post by: reidrac on 11:25, 10 September 15
Quote from: AugustoRuiz on 10:02, 10 September 15
So... Here's an update, as asked by Joseman. But I'm not sure if you will like it... :P

Well... I'm porting right now my code to asz80, and reimplementing some of my tools in C (instead of C#), and making them commandline friendly, so that they can easily be included in makefiles. I already reimplemented img2cpc, and I'm reimplementing dskgen (I am using the FDC to read sectors directly, and needed a tool that allowed me to write files in a DSK in that way, also generating a very simple catalog. Files are stored always in consecutive sectors, so CPM catalog is a bit too much for me).

I have the feeling we work in a very similar way, although I do all my tooling in python (avoiding to reinvent the wheel when possible!). I got to the point where I run "make" and it converts files (png -> scr, etc) and compiles everything and generates a CDT and a DSK ready to test.

Take a look to this if you haven't already, it helped me a lot to get things right:

- cpcitor/cpc-dev-tool-chain · GitHub (https://github.com/cpcitor/cpc-dev-tool-chain)
- cpcsdk/cpctools · GitHub (https://github.com/cpcsdk/cpctools)

(and obviously the CPCtelera!)

Quote from: AugustoRuiz on 10:02, 10 September 15I'm porting SF2 to use CPCTelera, basically, and extending CPCTelera to fit my needs (adding support for 128Kb, banking, and the like). That might seem a lot of work, but the progress is steady and this has motivated me to keep working on SF2. I was stuck and disappointed at how bad I got programming in assembly whenever I had to walk away of the project for some time and got back to it. Being able to implement non-time-critical things in C will help me speeding up the development, and also save me from frustration...

IMHO that's the way to go. Getting things going with C is OK, you can always go back and rewrite parts in assembler when you need to and getting results early really helps motivation!

Quote from: AugustoRuiz on 10:02, 10 September 15So no big advances for now, but I hope that the development speed will increase once I'm done porting the code. 70% of the assembly has already been ported/adopted from cpctelera, and I got my interrupts, splitscreen, double buffering and erase list management already working ;)

Don't give up and keep sharing your progress! we really appreciate  your updates :)
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 11:39, 10 September 15
Guess now it makes sense when I asked for emulators to support loading external debug symbols... :D
Title: Re: Street Fighter II - CPC Edition
Post by: reidrac on 11:56, 10 September 15
Quote from: AugustoRuiz on 11:39, 10 September 15
Guess now it makes sense when I asked for emulators to support loading external debug symbols... :D

:D

My problem using Linux as development platform is that the existing emulators are far from perfect :( I'm using a mixture of WinAPE with WINE (not ideal, emulation of the emulator isn't perfect!) and JavaCPC (again, not ideal but for different reasons).

I just want something that can start quickly (or a way of automating the "reset -> load disk -> run my program" cycle). I can live without a proper debugger ;)
Title: Re: Street Fighter II - CPC Edition
Post by: ronaldo on 13:42, 10 September 15
[quote
Quote from: reidrac on 11:56, 10 September 15
I just want something that can start quickly (or a way of automating the "reset -> load disk -> run my program" cycle). I can live without a proper debugger ;)
]
Right now, we have a decent automation to the reset -> load disk -> run  cycle with CPCtelera (http://lronaldo.github.com/cpctelera). I personally tend to use 2 command line aliases:

alias cl="make cleanall"
alias do="make && cpct_winape *.dsk"

With this, writing the command "do" on the command line automatically builds the latest changes to the project, runs the emulator and autoloads the main file.Then you only have to close the emulator and write again "do" for the next cycle. If I want to recompile everything from scratch, the command "cl && do" does it.

This is not ideal, but it's a nice first step into the development cycle. I personally think it would be ideal to have an embeded emulator where a binary could be automatically inserted into memory (binary or snapshot) and then run from a point. If even could be marvellous to be able to save emulator macros (predefined sequences of user interactions) to automatically run test cases. However, that needs to be constructed step by step. I'd love to continue developing with these things in mind, to improve the quality and integration of available tools.

Of course, I agree with you about debugging. Improving the debugging cycle (automatically load symbols, source code debugging, etc) is extremelly important to improve the quality of software developed for our CPCs, as it will drastically reduce the time required for debugging (and the associated frustration!).
Title: Re: Street Fighter II - CPC Edition
Post by: reidrac on 13:58, 10 September 15
Quote from: ronaldo on 13:42, 10 September 15
Right now, we have a decent automation to the reset -> load disk -> run  cycle with CPCtelera (https://lronaldo.github.com/cpctelera).

Yes, that is equivalent to what I use (but without your script-magic to get things setup; I did it myself by hand).

It is a shame that in Linux the best option right now is emulating WinAPE with WINE, but there you are :(

I'm sorry I hijacked @AugustoRuiz (http://www.cpcwiki.eu/forum/index.php?action=profile;u=85) post with my Linux rant!
Title: Re: Street Fighter II - CPC Edition
Post by: TFM on 18:48, 10 September 15
So... any news about the game?

Title: Re: Street Fighter II - CPC Edition
Post by: Ast on 19:38, 10 September 15
Not really....
Title: Re: Street Fighter II - CPC Edition
Post by: mahlemiut on 00:38, 11 September 15
Quote from: reidrac on 13:58, 10 September 15It is a shame that in Linux the best option right now is emulating WinAPE with WINE, but there you are :(
How about MAME?

Also, WINE stands for "WINE is not an emulator".  They'll kill you for calling it an emulator. ;)
Title: Re: Street Fighter II - CPC Edition
Post by: reidrac on 07:55, 11 September 15
Quote from: mahlemiut on 00:38, 11 September 15
How about MAME?

Also, WINE stands for "WINE is not an emulator".  They'll kill you for calling it an emulator. ;)

Haven't tried MAME yet, looked complicated and I skipped it for some reason.

Yep, WINE is not an emulator. Apologies to any WINE developer reading this space :)

(still doesn't work perfect though)
Title: Re: Street Fighter II - CPC Edition
Post by: CraigsBar on 09:17, 11 September 15
I just installed the latest mame on my MacPro. CPC emulation is pretty damn fine ;) better than any other osx emulator at the moment.
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 15:52, 11 September 15
Quote from: TFM on 18:48, 10 September 15
So... any news about the game?

I wrote a status update...
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 21:18, 29 September 16
New updates...


I have implemented the input state machine, which detects special moves, and has been fine-tuned :)


I have also implemented the player state machine, connected to the input state machine. The original assembler version had a nasty piece of spaghetti code. Now every state has a pair of functions in a table (enter/update), but each player can redefine its function table (that is part of the file that loads the player resources/behavior!).


Also I have the timer working, and half of the score is being drawn (missing the energy bars and the fighter face right now). Older version did draw just a bitmap!


I'm working now on the attack representation/parameterization.


Cheers!
Title: Re: Street Fighter II - CPC Edition
Post by: dlfrsilver on 04:49, 30 September 16
Quote from: AugustoRuiz on 21:18, 29 September 16
New updates...


I have implemented the input state machine, which detects special moves, and has been fine-tuned :)


I have also implemented the player state machine, connected to the input state machine. The original assembler version had a nasty piece of spaghetti code. Now every state has a pair of functions in a table (enter/update), but each player can redefine its function table (that is part of the file that loads the player resources/behavior!).


Also I have the timer working, and half of the score is being drawn (missing the energy bars and the fighter face right now). Older version did draw just a bitmap!


I'm working now on the attack representation/parameterization.


Cheers!


Hi Augusto, can you make a little video ? So that we can have a representation of how things are ?
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 06:36, 30 September 16
Well, right now it's uglier than the ones I'be uploaded. I need to do a little more work in order to see a real advance (from an aesthetic point of view). The code is much cleaner, better organized, and migrated to cpctelera, but a video won't make it justice. So, in short, no. I am not making a video yet.
Title: Re: Street Fighter II - CPC Edition
Post by: HAL6128 on 08:26, 30 September 16
It's good to hear that things are progressing. Keep on going!
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 13:29, 30 September 16
Quote from: AugustoRuiz on 06:36, 30 September 16
Well, right now it's uglier than the ones I'be uploaded. I need to do a little more work in order to see a real advance (from an aesthetic point of view). The code is much cleaner, better organized, and migrated to cpctelera, but a video won't make it justice. So, in short, no. I am not making a video yet.

What about the game speed and scrolling? Are you sticking with the scrolling background or are you going for a statci background?
Also - will you have the breakable objects like they had in the original?
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 13:14, 07 October 16
As the game is development and It probably can be a must have.


Have you thinking of maybe add a little more feature don't have other ports?.


Maybe is posible add online-playing with two players :).?
Title: Re: Street Fighter II - CPC Edition
Post by: ukmarkh on 19:06, 07 October 16
If they can pull this off, the CPC will become the most famous 8bit ever!!!
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 19:24, 07 October 16
Quote from: ukmarkh on 19:06, 07 October 16
If they can pull this off, the CPC will become the most famous 8bit ever!!!
This is what we need , a few kick arse games that show what the machine is about . Stuff like R-type  and Orion Prime, Subhunter and others make people reassess
Title: Re: Street Fighter II - CPC Edition
Post by: ldaneels on 19:39, 07 October 16
Well, if they didn't get the message with games like Chase HQ, Gryzor, Rainbow Islands, Zap 'T Balls, Skweek & co, don't think for a second that will change their minds. Some people just don't want to admit that other machines have interesting games & they will always pull out the examples of games that were better on their system to prove the Amstrad was crap. They will forever be stuck in the 80s fighting for their machine of choice. You just can't fight that, that's a fact.
Personally, I think that every machine has its worth (even the least loved ones) and games that are worth playing, on top of the systems exclusives.
On the plus side, a lot of people are open-minded & come to retro gaming late (mostly younger generations that were not born in the 80s) with a neutral stance on machines, so all is not lost :)
Let's just celebrate the coders that give us all these gems & enjoy what we have. If other people want to join, all the better.
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 21:21, 07 October 16
Quote from: ldaneels on 19:39, 07 October 16
Well, if they didn't get the message with games like Chase HQ, Gryzor, Rainbow Islands, Zap 'T Balls, Skweek & co, don't think for a second that will change their minds. Some people just don't want to admit that other machines have interesting games & they will always pull out the examples of games that were better on their system to prove the Amstrad was crap. They will forever be stuck in the 80s fighting for their machine of choice. You just can't fight that, that's a fact.
Personally, I think that every machine has its worth (even the least loved ones) and games that are worth playing, on top of the systems exclusives.
On the plus side, a lot of people are open-minded & come to retro gaming late (mostly younger generations that were not born in the 80s) with a neutral stance on machines, so all is not lost :)
Let's just celebrate the coders that give us all these gems & enjoy what we have. If other people want to join, all the better.
I take what your saying , and I think that it's always going to be an uphill struggle , just feel that with  GX4000 becoming a sort after console because of it's rarity, this is going to be where most Retro fans get there fix of CPC stuff .   There are some astounding games on the CPC , but the other machines generally have competitive versions and games numbers on there side .People will get a machine if they can't experience a game except on the original system. Stuff like the Batman Forever demo blew people away , because it was on another level . Even if there are only about half a dozen games that are mind blowingly awesome , I am sure that it would blow away the stigma that cpc is up against.
Title: Re: Street Fighter II - CPC Edition
Post by: ldaneels on 22:37, 07 October 16
Well, the truth is we don't need to convince anyone, they can make up their own mind & we can still enjoy what we like. If they feel like checking the CPC , great, if not, that's their choice. It is not good or bad.
I personally think each system stands on the strengths of its exclusive games, that's why the CPC was so big in France & Spain (I am French, btw). In France Ere Informatique, Loriciels, Ubi Soft & co did wonders to sell the brand. Same with Opera Soft, Dinamic, Topo soft & co in Spain. While a lot of games where multi-platform, we got some nice CPC exclusives from them, the same way ZX, C64 et al got some nice exclusives. In the UK, there were no such big devoted brands. I know there were some, but you can't argue they did not have the same impact in the UK as the ones named above - maybe except Amsoft, but most gems were from other companies. In particular developpers in the UK ported most of their games to all formats (or most popular ones). the big names there were Ocean, Imagine, Ultimate, Martech, The Edge... and they all went multi-format, almost to a fault...
Concerning the GX4000, people set themselves up for disappointment, as it is incredibly limited. Maybe you mean the CPC+ ? At any rate, console gamers are probably not going to be swayed by computers & vice and versa. Personally I like all games regardless of support, but a lot of people were raised on consoles & can't even fathom why anyone would want to waste their time with computers (such a shame)... Curious people will discover the CPC, no matter the means, but the GX4000 is certainly not an entry point.
As for the volume of games, there are plenty on the CPC (over ~3500 more or less commercial titles), so I don't think numbers matter. It is just a matter of preference and what the general consensus is. People are more likely to discover the ZX or C64 because they have such a huge following, plain & simple. But that's great, every computer should be discovered & appreciated for what it brought.
Once again, demos like Batman Forever, games like Orion Prime only blew CPC users away (and some curious people, but they are not that common, I fear). If they really want to be blown away, they will just play the latest & greatest on their consoles & computers. I don't think new generations care much for the limitations of older systems. They are curious, sure, but that's about it.
At any rate, there is no agenda or duty to capture the imagination of others. They have the right to like what they want & if they prefer other computers, great. There is no need to convince others the CPC is great, but we certainly can show them there are things of interest on the machine. But I don't see the point of crusading for the CPC. If there is a stigma, it is in our own mind and the vocal dissenters should be of no concern to us, I think most of us are adults now...
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 00:44, 08 October 16
Quote from: ldaneels on 22:37, 07 October 16
Well, the truth is we don't need to convince anyone, they can make up their own mind & we can still enjoy what we like. If they feel like checking the CPC , great, if not, that's their choice. It is not good or bad.
I personally think each system stands on the strengths of its exclusive games, that's why the CPC was so big in France & Spain (I am French, btw). In France Ere Informatique, Loriciels, Ubi Soft & co did wonders to sell the brand. Same with Opera Soft, Dinamic, Topo soft & co in Spain. While a lot of games where multi-platform, we got some nice CPC exclusives from them, the same way ZX, C64 et al got some nice exclusives. In the UK, there were no such big devoted brands. I know there were some, but you can't argue they did not have the same impact in the UK as the ones named above - maybe except Amsoft, but most gems were from other companies. In particular developpers in the UK ported most of their games to all formats (or most popular ones). the big names there were Ocean, Imagine, Ultimate, Martech, The Edge... and they all went multi-format, almost to a fault...
Concerning the GX4000, people set themselves up for disappointment, as it is incredibly limited. Maybe you mean the CPC+ ? At any rate, console gamers are probably not going to be swayed by computers & vice and versa. Personally I like all games regardless of support, but a lot of people were raised on consoles & can't even fathom why anyone would want to waste their time with computers (such a shame)... Curious people will discover the CPC, no matter the means, but the GX4000 is certainly not an entry point.
As for the volume of games, there are plenty on the CPC (over ~3500 more or less commercial titles), so I don't think numbers matter. It is just a matter of preference and what the general consensus is. People are more likely to discover the ZX or C64 because they have such a huge following, plain & simple. But that's great, every computer should be discovered & appreciated for what it brought.
Once again, demos like Batman Forever, games like Orion Prime only blew CPC users away (and some curious people, but they are not that common, I fear). If they really want to be blown away, they will just play the latest & greatest on their consoles & computers. I don't think new generations care much for the limitations of older systems. They are curious, sure, but that's about it.
At any rate, there is no agenda or duty to capture the imagination of others. They have the right to like what they want & if they prefer other computers, great. There is no need to convince others the CPC is great, but we certainly can show them there are things of interest on the machine. But I don't see the point of crusading for the CPC. If there is a stigma, it is in our own mind and the vocal dissenters should be of no concern to us, I think most of us are adults now...
No it isn't an issue at the end of the day. But in the community in You tube (I don't know if you follow channels at all?)  And in Magazines(Retroetc...)  and just the 8-Bit Retro community as a whole , you always get a sniffy attitude toward the machine . Always and it is the same old Schoolyard thing.
Now you say it doesn't matter and we're all adults yes this is true and an old computer doesn't mean jack shit in the grand scheme of things , The everyday person has no interest and couldn't care less . It holds no significant value . If however,you are a keen follower of the retro scene and enjoy the old discussions and just enjoy it as a pastime to get away from the modern world etc . It is then relevant and comments that sneer at the machine and snub it as the fanboys do . People like myself , and Joseman (for instance) have a passion for the machine  and are interested in its reputation being regarded more fairly. 
The interest in an old machine is pure folly , but it is an interest that is not as stressful as running a business lol and serves as a great distraction.
Title: Re: Street Fighter II - CPC Edition
Post by: ukmarkh on 09:08, 08 October 16
It's like being a Liverpool fan, no matter how good they play, Everton fans, although fans of footy, couldn't give a flying toss! In fact, it alienates them even more.
Title: Re: Street Fighter II - CPC Edition
Post by: ldaneels on 11:00, 08 October 16
Yeah, I think the analogy is quite appropriate.
Let's just leave it at that & get back to the topic at hand.
Title: Re: Street Fighter II - CPC Edition
Post by: ||C|-|E|| on 12:41, 08 October 16
Quote from: Puresox on 00:44, 08 October 16
No it isn't an issue at the end of the day. But in the community in You tube (I don't know if you follow channels at all?)  And in Magazines(Retroetc...)  and just the 8-Bit Retro community as a whole , you always get a sniffy attitude toward the machine . Always and it is the same old Schoolyard thing.
Now you say it doesn't matter and we're all adults yes this is true and an old computer doesn't mean jack shit in the grand scheme of things , The everyday person has no interest and couldn't care less . It holds no significant value . If however,you are a keen follower of the retro scene and enjoy the old discussions and just enjoy it as a pastime to get away from the modern world etc . It is then relevant and comments that sneer at the machine and snub it as the fanboys do . People like myself , and Joseman (for instance) have a passion for the machine  and are interested in its reputation being regarded more fairly. 
The interest in an old machine is pure folly , but it is an interest that is not as stressful as running a business lol and serves as a great distraction.

What is really fascinating is that, after so many years, people are still having arguments when they could just enjoy all of them  :) Actually, many of us do, and that is great. I mean, the Amstrad will be always special to me. I grew with it, it was my only computer for the longest time and it gave me (and still does) lots of joy and truly magic moments. No other computer will be able to replace that, even if it is a million times better, and therefore, if I program something it will be, no doubt, for the Amstrad range. I understand that many users will have the same feeling for their machines of choice (choice that, in many cases, was almost "imposed") but it is crazy to think that in 2016 somebody still enjoys bullshitting about the old hardware, particularly because it does not benefit anyone. Oh well...
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 16:42, 08 October 16
Back on topic...

Augusto uploaded this pic on his tweeter account:

I hope he doesn't mind that i put the pic on the forum...

(http://i65.tinypic.com/28holea.jpg)
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 09:16, 27 October 16
There is an articule in RetroManiac with new information and pics!

http://retromaniacmagazine.blogspot.com.es/2016/10/la-conversion-de-street-figher-2-para.html (http://retromaniacmagazine.blogspot.com.es/2016/10/la-conversion-de-street-figher-2-para.html)

it is in spanish but there is a buttom in the up-right to traslate it !
Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 09:20, 27 October 16
Dear gods this made me drool!!!
Title: Re: Street Fighter II - CPC Edition
Post by: ||C|-|E|| on 10:53, 27 October 16
It is really great to see that it is progressing nicely!  :D
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 15:44, 27 November 16
jou jou jou!!

https://mobile.twitter.com/pagantipaco/status/802500836332945410/video/1
Title: Re: Street Fighter II - CPC Edition
Post by: arnoldemu on 16:42, 27 November 16
Quote from: Joseman on 15:44, 27 November 16
jou jou jou!!

https://mobile.twitter.com/pagantipaco/status/802500836332945410/video/1 (https://mobile.twitter.com/pagantipaco/status/802500836332945410/video/1)
AWESOME!
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 16:54, 27 November 16
Thanks!  :)
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 17:35, 27 November 16
Absolutely amazing.
Title: Re: Street Fighter II - CPC Edition
Post by: CraigsBar on 18:14, 27 November 16
Wow! How is that possible? It looks like being a good CPC year ahead.

Sent from my m8 using Tapatalk

Title: Re: Street Fighter II - CPC Edition
Post by: villain on 18:34, 27 November 16
Is this really the same machine like I own? Impossible!

What about controllers? With a normal joystick?
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 19:51, 27 November 16
Time to throw the snes :D.
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 20:01, 27 November 16
Quote from: villain on 18:34, 27 November 16
Is this really the same machine like I own? Impossible!

What about controllers? With a normal joystick?


It requires two buttons that actually behave as two buttons (like the gx4000 pads). Regular joysticks usually have only one - several instances of the same one)
Title: Re: Street Fighter II - CPC Edition
Post by: Prodatron on 21:02, 27 November 16
This is crazy, Augusto!  :o
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 22:55, 27 November 16
Thank you very much!
I'm working my electronics a little bit. I would like to release the physical version as a cartridge... to reduce loading times and have more memory to have more frames and smoother animations (and that would also mean it would work on 464s too!). I'm guessing I'll have some time while graphics are made. What you see is ripped gfx, not cleaned - except background and some Ryu anims (stand and walk)
Ideas about this particular matter are very welcome.
Title: Re: Street Fighter II - CPC Edition
Post by: ||C|-|E|| on 02:28, 28 November 16
It looks really awesome!  :)
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 10:14, 28 November 16
It look promising. I can imagine all the work that remain to made that gameplay engine a full game.
Good luck for all the players and stages implementations !  ;)
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 21:35, 28 November 16
Quote from: AugustoRuiz on 22:55, 27 November 16
Thank you very much!
I'm working my electronics a little bit. I would like to release the physical version as a cartridge... to reduce loading times and have more memory to have more frames and smoother animations (and that would also mean it would work on 464s too!). I'm guessing I'll have some time while graphics are made. What you see is ripped gfx, not cleaned - except background and some Ryu anims (stand and walk)
Ideas about this particular matter are very welcome.

It's looking very good. I like that you removed the scrolling backgrounds for now, but I suppose you could always put it in for the cartridge version, though personally I would rather see the interactive backgrounds, like being smashed into the boards or barrels like in the original.
The character that I've been wondering about the most is Dhalsim. You'll most likely will need a limb that doesn't have any ends on either side so that you can tile/link them together to make them stretch by sliding it along the axis. You could then have a separate fist and a foot sprite that you stick at the end of the limb. The same limb could be used for both the legs and arms and could have 2 angles: Horizontal and Diagonal.

Title: Re: Street Fighter II - CPC Edition
Post by: kawickboy on 09:25, 29 November 16
How many characters would you like to include ? The original 8, 12 or less ?
Title: Re: Street Fighter II - CPC Edition
Post by: villain on 16:45, 29 November 16
Quote from: AugustoRuiz on 20:01, 27 November 16

It requires two buttons that actually behave as two buttons (like the gx4000 pads). Regular joysticks usually have only one - several instances of the same one)

So which controllers are we going to use when the game is finished? Is something still available in the retro-world?
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 18:35, 29 November 16
Any CPC compatible joystick with 2 separate buttons, such as the gx4000 pads. Or the keyboard.
Title: Re: Street Fighter II - CPC Edition
Post by: villain on 20:26, 29 November 16
Quote from: AugustoRuiz on 18:35, 29 November 16
Any CPC compatible joystick with 2 separate buttons, such as the gx4000 pads. Or the keyboard.

Yep, that's what I understood.  ;) But in whole Germany you will not find more than 12 GX4000-pads, at least seven oft them not working anymore. Personally I own none of them and can't imagine playing a game like SF2 on the keyboard. So it would be cool to have some actual, buyable pads.
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 21:07, 29 November 16
There will be a redefine function. That way you can use a Megadrive pad.
http://www.cpcwiki.eu/index.php/Digital_Joystick_Related
Title: Re: Street Fighter II - CPC Edition
Post by: GOB on 21:40, 29 November 16
Quote from: villain on 20:26, 29 November 16
Yep, that's what I understood.  ;) But in whole Germany you will not find more than 12 GX4000-pads, at least seven oft them not working anymore. Personally I own none of them and can't imagine playing a game like SF2 on the keyboard. So it would be cool to have some actual, buyable pads.

Easy to repair. Contacts are the same than a nes pad !!!
Title: Re: Street Fighter II - CPC Edition
Post by: HAL6128 on 21:52, 29 November 16
@villain (http://www.cpcwiki.eu/forum/index.php?action=profile;u=210)
...or build one for yourself. It's not that difficulty. I've done it for myself too...
http://www.cpcwiki.eu/forum/amstrad-cpc-hardware/cpc-laptop/msg96918/#msg96918 (http://www.cpcwiki.eu/forum/amstrad-cpc-hardware/cpc-laptop/msg96918/#msg96918)
...inspired by this...
http://www.cpcmania.com/Docs/Arcade/Arcade.htm (http://www.cpcmania.com/Docs/Arcade/Arcade.htm)
Title: Re: Street Fighter II - CPC Edition
Post by: BSC on 22:27, 29 November 16
Quote from: Joseman on 15:44, 27 November 16
https://mobile.twitter.com/pagantipaco/status/802500836332945410/video/1 (https://mobile.twitter.com/pagantipaco/status/802500836332945410/video/1)

This is awesome! Looks almost like the SNES version (it IS the SNES version, right? you are making fun of us.. right? RIGHT!?  ;D )

Keep it up, Augusto, you rock!

And I'll challenge anyone here when the game is available  8)
Title: Re: Street Fighter II - CPC Edition
Post by: andycadley on 23:53, 29 November 16
Having played a couple of the single fire button versions of SFII, the GX pad is definitely the way to go. Kick and punch buttons are the absolute minimum requirement.
Title: Re: Street Fighter II - CPC Edition
Post by: CraigsBar on 23:53, 29 November 16
Quote from: villain on 20:26, 29 November 16
Yep, that's what I understood.  ;) But in whole Germany you will not find more than 12 GX4000-pads, at least seven oft them not working anymore. Personally I own none of them and can't imagine playing a game like SF2 on the keyboard. So it would be cool to have some actual, buyable pads.
Get a SMS pad or stick and build an adaptor to put the fire buttons on the right pins.
Title: Re: Street Fighter II - CPC Edition
Post by: Zoe Robinson on 00:41, 30 November 16
Oh my goodness, this has to be one of the best things I've seen this month, if not longer. It's beautiful. I need this almost as much as that Pinball Dreams game.  :o :o :o :o :o :o
Title: Re: Street Fighter II - CPC Edition
Post by: kawickboy on 08:54, 30 November 16
Is there any way to use 3b megadrive pad with an adaptor or the Toto's mx4 board ? Shoryuken with gx4000 pad should be a difficult task.
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 09:16, 30 November 16
Quote from: kawickboy on 08:54, 30 November 16
Is there any way to use 3b megadrive pad with an adaptor or the Toto's mx4 board ? Shoryuken with gx4000 pad should be a difficult task.
Supporting a Megadrive controller require an interface that provide +5V power and demultiplexing lines.
The MultiPlay should but don't, because I have made the choice of the Amiga joystick and mouse compatibility instead. (can't do both)
(in mind that I can redo custom PCB to fit into existing controllers (MD/SNES) to allow to support more fire buttons)

By the way, just think the gameplay like the Gameboy/NeoGeo Pocket fighting games, and 2 fire buttons are already fun to play!  ;)
Title: Re: Street Fighter II - CPC Edition
Post by: kawickboy on 09:29, 30 November 16
2b is enough, but gx4000 pad is horrible to use. robocop 2 is less difficult with the good controller. On 16 bits turrican, fire&ice use the 2nd joystick button but on many controllers this 2nd button isn't easy to access (ie. competition pro later releases).
many konami games on msx use 2b, but the 2nd button is not on the joystick the "M" letter. so many users use homemade 2b pad built from nes controller.
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 09:33, 30 November 16
The GX4000 controller is not so bad, looking the market. (worst is the SMS D-Pad)
Title: Re: Street Fighter II - CPC Edition
Post by: keith56 on 09:45, 30 November 16
A NeoGeo console stick, or Neogeo CD pad could be used as well if you are willing to make a converter, they use a 15 pin connector, but they have no circuits in the pad, and a single ground wire.


I will be attempting to wire one up for the cpc this weekend, I want to see if the undocumented 3rd fire button really works!!


http://old.pinouts.ru/Game/NeoGeoJoystick_pinout.shtml
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 09:55, 30 November 16
Sure, the 3rd line work on CPC (not PLUS). It was already tested and used on R-Type in example.

So, you will have no problem at all to wire your NeoGeo controller to the CPC.
Now, the best option will be to use a multiplexer chip into your adapter to support more buttons.
Title: Re: Street Fighter II - CPC Edition
Post by: kawickboy on 10:03, 30 November 16
that's why the amx mouse doesn't work on cpc plus.
neogeo hardware is a bit old nowadays. as some newer superguns use ps2 controllers instead of neogeo controllers. and on the asian market there is plenty of wonderful and cheap usb pads, which are clones of saturn/nes/snes/md pads.
Title: Re: Street Fighter II - CPC Edition
Post by: Skunkfish on 10:26, 30 November 16
Quote from: keith56 on 09:45, 30 November 16
A NeoGeo console stick, or Neogeo CD pad could be used as well if you are willing to make a converter, they use a 15 pin connector, but they have no circuits in the pad, and a single ground wire.


I will be attempting to wire one up for the cpc this weekend, I want to see if the undocumented 3rd fire button really works!!


http://old.pinouts.ru/Game/NeoGeoJoystick_pinout.shtml (http://old.pinouts.ru/Game/NeoGeoJoystick_pinout.shtml)

Keith, I believe the Neo Geo CD pad requires the +5V line whereas the original stick doesn't. Let me know if you find that isn't the case as I have a couple of CD controllers lying around that I'd like to use! :D
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 10:27, 30 November 16
I find these gamepads teorically compatible.


http://www.vesalia.de/r0d_atari_joysticks_gamepads.htm (http://www.vesalia.de/r0d_atari_joysticks_gamepads.htm)

I have one original megadrive gamepad adapted, and i don't like the feeling with amstrad, burnin rubber respond to slow compared with gx4000 gamepad. Most dificult the game.

http://amigastore.eu/es/buscar?controller=search&orderby=position&orderway=desc&search_query=Gamepad (http://amigastore.eu/es/buscar?controller=search&orderby=position&orderway=desc&search_query=Gamepad)
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 10:44, 30 November 16
All those controllers are not directly compatible with the CPC...
They require an adapter to work, like the Megadrive controller.

About the NeoGeo CD controller, it is the same as the NeoGeo controller.
No 5V is required, but the pin have existed for a "future usage".

Now, for CPC and PLUS users, better to be limited to two fire buttons for existing games compatibility.
New games should use an optional dedicated board from the expansion port to allow more buttons and avoid ghosts keys side effect.
Title: Re: Street Fighter II - CPC Edition
Post by: PulkoMandy on 11:22, 30 November 16
Quote from: kawickboy on 10:03, 30 November 16
on the asian market there is plenty of wonderful and cheap usb pads, which are clones of saturn/nes/snes/md pads.

Good news: I have this Albireo board with an USB port  on it, which could be used with these. I need to figure out USB hubs if we want more than one pad, however.
Title: Re: Street Fighter II - CPC Edition
Post by: villain on 11:34, 30 November 16
Quote from: PulkoMandy on 11:22, 30 November 16
Good news: I have this Albireo board with an USB port  on it, which could be used with these. I need to figure out USB hubs if we want more than one pad, however.

That's my favourite answer, so far... :-)
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 13:57, 30 November 16
Quote from: TotO on 10:44, 30 November 16
All those controllers are not directly compatible with the CPC...
They require an adapter to work, like the Megadrive controller.

About the NeoGeo CD controller, it is the same as the NeoGeo controller.
No 5V is required, but the pin have existed for a "future usage".

Now, for CPC and PLUS users, better to be limited to two fire buttons for existing games compatibility.
New games should use an optional dedicated board from the expansion port to allow more buttons and avoid ghosts keys side effect.

Are you sure toto?.I put it because in the spanish shop they tell in the text are amstrad cpc compatible.

These is the manufacturer: http://www.retrojoysticki.com.pl/offer/classification-by-design/joypads/
Title: Re: Street Fighter II - CPC Edition
Post by: kawickboy on 14:23, 30 November 16
But how many buttons are supported ? For many people amstrad/commodore/atari compatible means that 1 button is managed.

The problem is worst with amiga cd32. As many cd32 games are simple amiga 500 ports only 1 button is needed with them. so many retailers said that 6b megadrive pads are cd32 compatible. but in fact only 4 directions + 1 button are supported. With games like fighting spirit 6 buttons are managed.
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 14:31, 30 November 16
How they can work on CPC???

Pin 7 require a select signal level (GND / VCC) to decode the inputs.
On CPC, this pin is used for FIRE 2 and while it is not pressed, the level is floating.
For me, the controller will do random things in the worst case... In the best case, you will have up, down, left, right, fire 1 OK.
Title: Re: Street Fighter II - CPC Edition
Post by: VincentGR on 14:36, 30 November 16
For the 8bits you need voltage to have more than two buttons I think.
I don't have a GX pad for my plus -which he is still in his box  :picard: - but I made a converter to play Invasion of the zombies on my plain 6128 with a, MS pad.
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 14:58, 30 November 16
Quote from: VincentGR on 14:36, 30 November 16
For the 8bits you need voltage to have more than two buttons I think.

CPC:
Pin1 = UP
Pin2 = DOWN
Pin3 = LEFT
Pin4 = RIGHT
Pin5 = SPARE
Pin6 = FIRE1
Pin7 = FIRE2
Pin8 = COM1
Pin9 = COM2

Megadrive:
Pin5 = VCC to allow to power the internal integrated multiplexer circuit.
Pin7 = GND to encode A and START or VCC to encode LEFT, RIGHT, B, C
Title: Re: Street Fighter II - CPC Edition
Post by: dragon on 19:17, 30 November 16
O.k, i remember see another pad time ago in other shop but i not remember :S-
Title: Re: Street Fighter II - CPC Edition
Post by: Puresox on 01:47, 01 December 16
Quote from: TotO on 14:58, 30 November 16
CPC:
Pin1 = UP
Pin2 = DOWN
Pin3 = LEFT
Pin4 = RIGHT
Pin5 = SPARE
Pin6 = FIRE1
Pin7 = FIRE2
Pin8 = COM1
Pin9 = COM2

Megadrive:
Pin5 = VCC to allow to power the internal integrated multiplexer circuit.
Pin7 = GND to encode A and START or VCC to encode LEFT, RIGHT, B, C
should be easy to adapt an old quick shot orsimilar
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 09:51, 01 December 16
Sure. While the joystick cable have all the required wired pins, it is easy to transform a dual 1 fire button controller to a real 2 fire buttons.  ;)
Title: Re: Street Fighter II - CPC Edition
Post by: keith56 on 13:55, 02 December 16
Quote from: Skunkfish on 10:26, 30 November 16
Keith, I believe the Neo Geo CD pad requires the +5V line whereas the original stick doesn't. Let me know if you find that isn't the case as I have a couple of CD controllers lying around that I'd like to use! :D

Well it seems I under/overestimated the Neogeo pad, only classic stick works... Beanstick and NeoGeoCD Pad do not work

I made my converter, UDLR work on all 3 pads, but the buttons do not work right
The classic stick (rectangular one) - Works fine (3 buttons on 6128, 2 on plus)
Bean stick - Both buttons fire as soon as it plugs in, but nothing after that
NeoGeo pad - no buttons do anything

I am UDLR work because these are microswitches, and the "Soft pad" contacts are not making a good enough connection?


Updated: 2016/12/31 - didn't think the Classic stick worked, but it turned out the stick itself was failing!
Title: Re: Street Fighter II - CPC Edition
Post by: dlfrsilver on 15:18, 03 December 16
I have a question folks, is it a CPC classic game or a CPC plus game ?



Title: Re: Street Fighter II - CPC Edition
Post by: Neil79 on 16:28, 03 December 16
Quote from: dlfrsilver on 15:18, 03 December 16
I have a question folks, is it a CPC classic game or a CPC plus game ?


Someone didn't read the original article on IRN :p


QuoteStreet Fighter II titled 'Street Fighter II - CPC Edition' which is being developed by DaDMaN, McKlain and AugustoRuiz for the Amstrad CPC 6128 (128Kb RAM)
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 18:20, 09 December 16
A new video with the current status - both players are computer controlled...


https://www.youtube.com/watch?v=-PMd_O5e120
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 18:49, 09 December 16
This version is /will be by far a lot better tan ANY version US Gold did back in the day PC & Amiga included
Title: Re: Street Fighter II - CPC Edition
Post by: roudoudou on 21:04, 09 December 16
Quote from: AugustoRuiz on 18:20, 09 December 16
A new video with the current status - both players are computer controlled...


it's a great pleasure to see a lot of improvments since a few weeks. Nice work!
Title: Re: Street Fighter II - CPC Edition
Post by: EgoTrip on 21:53, 09 December 16
I'm not into fighting games, but I have to say this is mighty impressive.
Title: Re: Street Fighter II - CPC Edition
Post by: Geo Anas on 22:50, 09 December 16
Couldn't believe my eyes...Impressive indeed!  :o
Title: Re: Street Fighter II - CPC Edition
Post by: ||C|-|E|| on 00:18, 10 December 16
It is really awesome to see how nicely it moves. Great, great project guys!  :)
Title: Re: Street Fighter II - CPC Edition
Post by: keith56 on 13:17, 10 December 16
Great to see the special moves in the new video! Awesome work!
I remember back in the day Amstrad Action saying the game was always "coming soon", and to be honest by then I had moved onto the PC and Nintendo,
Its rather ironic to me that over 20 years later we seeing that the CPC could have delivered a decent port of the game!
When you look at the spectrum and gameboy versions, I'd say what you've already accomplished so far looks way more enjoyable!
Keep up the good work!
Title: Re: Street Fighter II - CPC Edition
Post by: Dizrythmia on 13:53, 10 December 16
I'm remembering the fan made Amstrad Action issue 118, which featured another attempt at Street Fighter 2. To be honest, that version looked like a hack of the first SF game. This, however, is where it's at!


Very nice :)
Title: Re: Street Fighter II - CPC Edition
Post by: Rhino on 15:09, 11 December 16
Quote from: AugustoRuiz on 18:20, 09 December 16
A new video with the current status - both players are computer controlled...




Looks great! Wanting to try it on my CPC.
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 12:12, 12 December 16
 :o :o :o :o

That speed! O H  M Y  GA W W W D ! ! !
Title: Re: Street Fighter II - CPC Edition
Post by: Kris on 13:53, 12 December 16
Agreat futur  release for 2017 ?  8)
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 14:35, 12 December 16
I don't think so... A lot of work is still pending, and the gfx you see are not final.


We might release a beta version to get some feedback, with limited features (still thinking about it), but no final version in 2017...


We will release it when it's done.
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 01:57, 13 December 16
Out of interest, would a program like this be useful for adding speech to the game for the special moves? (it's quite robotic but I do wonder what a "Hadoken" would sound like)

https://www.youtube.com/watch?v=Y9fK5foeDuo

Or is that program not possible to use?
Title: Re: Street Fighter II - CPC Edition
Post by: VincentGR on 11:07, 13 December 16
Heeeyyy, that's my vid  ;D ;D ;D


In my youth, I used to make some basic progs for database and receipts. I used to use this prog a lot.
Title: Re: Street Fighter II - CPC Edition
Post by: Joseman on 16:42, 17 July 17
 ;) ;D 8) :D July 2017 news  ;) ;D 8) :D

http://retromaniacmagazine.blogspot.com.es/2017/07/continuan-los-avances-en-la-conversion.html (http://retromaniacmagazine.blogspot.com.es/2017/07/continuan-los-avances-en-la-conversion.html)

(sorry, in spanish)
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 17:05, 17 July 17
Hi there!


It basically says that now scroll is implemented. It's a simple hardware char based scroll. No memory or cycles were left to implement something fancier.
Title: Re: Street Fighter II - CPC Edition
Post by: ASiC on 22:29, 17 July 17
Good stuff!


Although I don't understand why Devs are constantly avoiding to make use of memory expansions.
They are very affordable and lots of different options to choose from.
Title: Re: Street Fighter II - CPC Edition
Post by: tjohnson on 22:37, 17 July 17

Quote from: ASiC on 22:29, 17 July 17
Good stuff!


Although I don't understand why Devs are constantly avoiding to make use of memory expansions.
They are very affordable and lots of different options to choose from.


Is it perhaps the not many own memory expansions?  Every DK'tronics memory expansion I've seen on ebay seems to be crazy prices, are there affordable options?
Title: Re: Street Fighter II - CPC Edition
Post by: ASiC on 00:37, 18 July 17
There are some home brew projects kicking about.
Look at cpcwiki under hardware
Title: Re: Street Fighter II - CPC Edition
Post by: XeNoMoRPH on 19:32, 28 November 17
https://youtu.be/S6lY28jNGE8
Title: Re: Street Fighter II - CPC Edition
Post by: villain on 19:55, 28 November 17
Muy impresionante!
Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 21:52, 28 November 17
As someone who's always been indifferent to those titles, I can safely say: wow.

Sent from my HTC 10 using Tapatalk

Title: Re: Street Fighter II - CPC Edition
Post by: keith56 on 00:14, 29 November 17
Quote from: tjohnson on 22:37, 17 July 17

Is it perhaps the not many own memory expansions?  Every DK'tronics memory expansion I've seen on ebay seems to be crazy prices, are there affordable options?

TotO is still making his X-Mem/Z-mem memory upgrades, he doesn't post here, but if you PM him and ask him nicely I believe he will make them for people.

http://www.cpcwiki.eu/forum/amstrad-cpc-hardware/z-mem-and-d-rom/
Title: Re: Street Fighter II - CPC Edition
Post by: fano on 05:39, 29 November 17
Nice progression, that smells good.
But, on other side, gameplay seems incorrect, some attacks would stop when hitting, you can not chain some attacks, and you can not hit oponent when he's already in pain, except for some combos.
That may not seem but sf2 gameplay is more depth than it may looks.
Title: Re: Street Fighter II - CPC Edition
Post by: jason9 on 09:43, 29 November 17
Impressive, great work!
Title: Re: Street Fighter II - CPC Edition
Post by: AugustoRuiz on 10:13, 29 November 17
Quote from: fano on 05:39, 29 November 17
Nice progression, that smells good.
But, on other side, gameplay seems incorrect, some attacks would stop when hitting, you can not chain some attacks, and you can not hit oponent when he's already in pain, except for some combos.
That may not seem but sf2 gameplay is more depth than it may looks.
I still have quite some work to do. As I integrate new characters, I need to add or modify certain state routines. Combos are really hard to implement given that animations have so few frames... I need to somehow express "Now is the appropiate timing for a combo", but when a punch animation is just two frames long (with certain delays)... I might break the animation into several repeated frames, but if I do so, I will break the "an attack frame does damage just once" rule... It's kinda hard, but I'm on it.
This kind of feedback is great, it does help A LOT :) Thank you!
Title: Re: Street Fighter II - CPC Edition
Post by: fano on 11:15, 29 November 17
I studied this subject some years ago, maybe i can help you, just send me a PM 😉
Title: Re: Street Fighter II - CPC Edition
Post by: Trixster on 18:37, 17 April 18
Any update on this?
Title: Re: Street Fighter II - CPC Edition
Post by: ukmarkh on 12:12, 07 May 18
Would definitely love to know more about this game?
Title: Re: Street Fighter II - CPC Edition
Post by: XeNoMoRPH on 07:19, 09 May 18
(https://image.ibb.co/bUHNM7/photo_2018_05_09_08_16_25.jpg)
I had the chance to play in the last event Retromadrid 2018 and the game looks and moves in an incredible way , I couldn't speak with his author Augusto because he was not at that moment, but they told me that they are going to take out the game in "cartridge" format to be able to show more animations and achieve a better experience ... I'm sorry for the poor quality of the image.
Title: Re: Street Fighter II - CPC Edition
Post by: DanyPPC on 08:25, 09 May 18
That's incredible, but what about CPC series compatibility ?
It's a 464/6128 format only ?


And for the CPC Plus series ?
Title: Re: Street Fighter II - CPC Edition
Post by: Gryzor on 15:44, 13 November 18
Any news since then?
Title: Re: Street Fighter II - CPC Edition
Post by: XeNoMoRPH on 06:41, 22 February 19
Romba Cartridge WIP

(https://3.bp.blogspot.com/-q0dFnVydoaM/XG7KsSkLAVI/AAAAAAAAyOQ/42pylp_jZw8obfTMgMKxFAGlotanq54JACLcBGAs/Untitled-2.jpg)(https://3.bp.blogspot.com/-3dmart7nKsM/XG7IKo_LlkI/AAAAAAAAyNs/kotb3SbCHKcCyj9fOYWxVwvxAeuSHCg4ACEwYBhgL/s400/IMG_20190205_220726.jpg)
Quote

8 megabytes (64 megabits) of maximum capacity.
Compatible with standard RomBox.
Compatible with CPC464 and CPC6128.
Direct start by mapping the low ROM of the CPC.
Possibility of saving data (configuration, scores, etc.).
Connection to the expansion port of the CPC, with 2 mounting options: directly in the CPC, or through an MX4 card.
1 DMA channel for quick copy of ROM to RAM, or for digital audio playback (non-simultaneous).
Features of the additional digital audio channel: 8-bit resolution, with sampling frequency configurable between 4 kHz and 50 kHz.

original source (spanish) https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html (https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html)
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 09:37, 22 February 19
6 years later, "CTC-AY" concept is back... A really great case design!!!  8)  (thinking about a new R-Type with it)
Title: Re: Street Fighter II - CPC Edition
Post by: kawickboy on 09:54, 22 February 19
SF2 is officially announced so ?
Title: Re: Street Fighter II - CPC Edition
Post by: XeNoMoRPH on 11:20, 22 February 19
Quote from: kawickboy on 09:54, 22 February 19
SF2 is officially announced so ?
Well ... it really takes a long time in working,  although the publication date is still unknown  8)
Title: Re: Street Fighter II - CPC Edition
Post by: Rhino on 15:01, 22 February 19
Quote from: XeNoMoRPH on 06:41, 22 February 19
Romba Cartridge WIP

(https://3.bp.blogspot.com/-q0dFnVydoaM/XG7KsSkLAVI/AAAAAAAAyOQ/42pylp_jZw8obfTMgMKxFAGlotanq54JACLcBGAs/Untitled-2.jpg)(https://3.bp.blogspot.com/-3dmart7nKsM/XG7IKo_LlkI/AAAAAAAAyNs/kotb3SbCHKcCyj9fOYWxVwvxAeuSHCg4ACEwYBhgL/s400/IMG_20190205_220726.jpg)
original source (spanish) https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html (https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html)

Nice cartridge, SFII will be a must have!
Title: Re: Street Fighter II - CPC Edition
Post by: GOB on 11:01, 23 February 19
Quote from: TotO on 09:37, 22 February 19
A really great case design!!!
Like a 70' design... Not a great design for me.
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 13:09, 23 February 19
Quote from: GOB on 11:01, 23 February 19Like a 70' design... Not a great design for me.
Ask for a black shell so!  ;D
2010 was 80s design, 2020 will be 70s design, 2030 will be 60s design... Stop to name your children with very old surnames!!!  :-\
Title: Re: Street Fighter II - CPC Edition
Post by: ukmarkh on 22:50, 23 February 19
Sold, just tell me where and when I can buy it [emoji1303]


Sent from my iPhone using Tapatalk
Title: Re: Street Fighter II - CPC Edition
Post by: zeropolis79 on 02:12, 24 February 19
Quote from: XeNoMoRPH on 06:41, 22 February 19
Romba Cartridge WIP

(https://3.bp.blogspot.com/-q0dFnVydoaM/XG7KsSkLAVI/AAAAAAAAyOQ/42pylp_jZw8obfTMgMKxFAGlotanq54JACLcBGAs/Untitled-2.jpg)(https://3.bp.blogspot.com/-3dmart7nKsM/XG7IKo_LlkI/AAAAAAAAyNs/kotb3SbCHKcCyj9fOYWxVwvxAeuSHCg4ACEwYBhgL/s400/IMG_20190205_220726.jpg)
original source (spanish) https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html (https://www.retromaniac.es/2019/02/el-cartucho-romba-la-revolucion-que.html)
I'd buy that
Title: Re: Street Fighter II - CPC Edition
Post by: GUNHED on 02:44, 24 February 19
I would like to buy one too.  :)
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 06:50, 24 February 19
Quote from: GUNHED on 02:44, 24 February 19
I would like to buy one too.  :)
1, 2 ?  ;D
Title: Re: Street Fighter II - CPC Edition
Post by: GUNHED on 14:28, 24 February 19
Quote from: TotO on 06:50, 24 February 19
1, 2 ?  ;D


One with SF2 and one with R-Type Super.  ;) :)
Title: Re: Street Fighter II - CPC Edition
Post by: andycadley on 16:41, 24 February 19
Intriguing idea, certainly an interesting idea for developing "enhanced" games in a way. Will it be compatible with the Plus hardware (both in terms of edge connectors and actually working)?
Title: Re: Street Fighter II - CPC Edition
Post by: robcfg on 17:35, 24 February 19
My guess is that, as with the DanDanator cartridge, you'll need an edge to centronics adapter.


Besides that, it should work on a Plus or GX4000 machine.
Title: Re: Street Fighter II - CPC Edition
Post by: ASiC on 18:27, 24 February 19
I like this approach a lot!If there's a number of games to be created for this hardware, maybe a 32x-style add-on would be viable?
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 18:50, 24 February 19
Or, we can play games on a Megadrive !  :o
Title: Re: Street Fighter II - CPC Edition
Post by: ukmarkh on 10:58, 25 February 19
Quote from: TotO on 18:50, 24 February 19
Or, we can play games on a Megadrive !  :o

Let's do that for everything then and pack away our CPC's [emoji23][emoji6][emoji1303]


Sent from my iPhone using Tapatalk
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 11:04, 25 February 19
Quote from: ukmarkh on 10:58, 25 February 19
Let's do that for everything then and pack away our CPC's
My reply goes to the 32x styled add-on... Where the Megadrive does close to nothing, except inputs controls.
Title: Re: Street Fighter II - CPC Edition
Post by: ASiC on 12:28, 25 February 19
Quote from: TotO on 11:04, 25 February 19
My reply goes to the 32x styled add-on... Where the Megadrive does close to nothing, except inputs controls.
Well, actually it did:Most, if not all of the music was coming from the MD.Also the MD was responsible for less intensive tasks such as backgrounds, menus etc
Title: Street Fighter II - CPC Edition
Post by: ukmarkh on 12:32, 25 February 19
Quote from: ASiC on 12:28, 25 February 19
Well, actually it did:Most, if not all of the music was coming from the MD.Also the MD was responsible for less intensive tasks such as backgrounds, menus etc

The 32X was great, it allowed the system to work 40 times faster than a stand-alone Genesis. The issue was around the poor implementation. When you open up a 32X, there's hardly anything to it, could have been a lot smaller or a stand alone console in its own right. Sega shouldn't have bothered about what everyone else was doing, like Nintendo, just release what you believe is best for gaming. The 32X was also designed to work with the Sega CD and enhance games.


Sent from my iPhone using Tapatalk
Title: Re: Street Fighter II - CPC Edition
Post by: TotO on 12:32, 25 February 19
Quote from: ASiC on 12:28, 25 February 19
Well, actually it did:Most, if not all of the music was coming from the MD.Also the MD was responsible for less intensive tasks such as backgrounds, menus etc
Depending of the games, sure. But mainly, with its dual 128K 16-bit frame buffer, two SH-2 CPU and two PWM audio channels, the 32X is an autonomous system that overlay the Megadrive and should only require inputs and power supply to work. (it was reused "as it" into a toy tablet for children named picture magic)
Title: Re: Street Fighter II - CPC Edition
Post by: sigh on 00:08, 05 August 20
Any updates on this?
Title: Re: Street Fighter II - CPC Edition
Post by: Xyphoe on 03:09, 19 October 21
Is this still being worked on or is the project dead now? :(
Title: Re: Street Fighter II - CPC Edition
Post by: XeNoMoRPH on 06:30, 19 October 21
@Dubliner (https://www.cpcwiki.eu/forum/index.php?action=profile;u=1275) has contact with the team, maybe he knows something  :)
Title: Re: Street Fighter II - CPC Edition
Post by: Dubliner on 06:55, 19 October 21
The last I heard is that the project is alive and kickin'. The game was under changes in the code so it could also be played in a standard 64K Machine with Dandanator. The graphic work was quite advanced as well.


But the programmer had 3 kids in the last years and you know what happens with your free time 😅
Title: Re: Street Fighter II - CPC Edition
Post by: Skunkfish on 10:01, 19 October 21
@Xyphoe (https://www.cpcwiki.eu/forum/index.php?action=profile;u=109) Have you seen this?

https://www.youtube.com/watch?v=p3K0U3I9n50&t=395s
Title: Re: Street Fighter II - CPC Edition
Post by: ComSoft6128 on 13:50, 28 January 22
Anyone have an update?
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