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Street Fight World

sakura is hot awesome sauce ken hair disheveled street fighter

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#26 Papa OFFLINE  



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Posted Sat Aug 15, 2015 8:18 PM

Yeah, I'll be using the 16-bit randomizer a lot for A.I..  It's built into the DPC+ kernel, so it's easy (shaaa..).  This game has been quite taxing.  Every time I get one problem solved another one pops up.  It's still coming along, though.  I just added a punch for the Sakura clone, all the Dragon Uppercuts are now active, low kicks and flying side kicks have been added for the Ken and Ryu clones, and I'm working out some of the kinks in the code.  This one may take a while.  I really love how it looks, too.  I like how you can switch from big to small characters on the fly and that it's all on the VCS!


Lately I've also been learning about vwBASIC and also BasiEgaXorz.  My kids were in the arcade today so I got around to testing out some of the latest changes to my code on real hardware.  This game is going to use every bit of graphics and code memory to work and the A.I. is gonna be tough to code to say the least.  I'm sure I can handle it though (famous last words... :-D ).


I'll post another update to download pretty soon... :thumbsup:

#27 triverse OFFLINE  



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Posted Sat Aug 29, 2015 8:09 PM

Just wanted to let you know that we are following your work on Retro Gaming Magazine - http://retrogamingma...-to-atari-2600/

#28 Papa OFFLINE  



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Posted Sun Aug 30, 2015 7:03 AM

*passed out...

#29 Buttons OFFLINE  


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Posted Sun Aug 30, 2015 3:34 PM

I read the article.  I like how it talks about the idea you put into the game because it goes with how I have felt for awhile:  that you are bringing life into a medium where it was not allowed previously.  You are definitely making atypical-looking games for the 2600 and it is refreshing and impressive!

#30 Papa OFFLINE  



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Posted Fri Sep 4, 2015 12:48 PM

Here is a more recent BIN of the WIP...


Attached File  SFW.bin   32KB   252 downloads


The title screen is gone and this is for what I would consider to be a very good reason.  It opens up that much needed graphics memory and, as I plan to make the game start out in demo mode, is unnecessary.  I am going to be building up the A.I. in increments with the demo mode being first.  When a player presses the corresponding fire button (player 1 for story mode, player 2 for versus mode, so those indicators will also be gone and that memory will be freed.) the demo will stop on whatever background is loaded to allow for player selection.  I think this will look especially cool as the game will start with a fight scene and keep on showing matches until you butt in and play.


My Sakura clone now has a punch, kick, crouching kick, and dragon uppercuts have been set up much like the charge-down moves from Guile or Chun-Li.  When you hold down for a couple of seconds and then release and press fire the three Sheng Long students will deploy the uppercut.  The fireballs are still 'quarter circle towards' moves.  Trying to do a twisted 'z' pattern with a VCS joystick is NOT EASY!  The fireballs are doable and I felt no need to mess with them.  Quite  a few subtle changes have been made and the game is still coming along nicely. 


Thanks for the magazine coverage!!   :thumbsup:  :-o

Edited by Papa, Fri Sep 4, 2015 4:02 PM.

#31 Mountain King OFFLINE  

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Posted Sat Sep 5, 2015 4:54 AM

I would have been happy too see a Karate Champ port. But this goes beyond. 

This is definitely your most ambitious project yet.  Keep up the good work.

#32 Papa OFFLINE  



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Posted Thu Sep 10, 2015 6:12 AM


Check out Street Fight World...

#33 Aloan OFFLINE  


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Posted Mon Sep 14, 2015 7:09 PM

Amazing is a small word for it! but I could not go without saying that a port of Konami's Ye Ar Kung Fu would be awesome too! (Idk if I spelled correctly)


author of:



Edited by Aloan, Mon Sep 14, 2015 7:11 PM.

#34 Papa OFFLINE  



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Posted Mon Sep 14, 2015 8:21 PM

Thanks a lot!


So, after I get this game done I need to make Karate Champ and Yie Ar Kung Fu? 


I may just do that.  I am about to crank out a RPG shortly after SFW is finished so it will take precedence.  I think it's a great idea.  After MK suggested Karate Champ I watched a 'let's compare Karate Champ' video and did a lot of nodding and pointing, so It's not out of the realm of possibility.  I've also been working on a hot-chick volleyball game that I can't wait to demo. 

#35 pixeledm OFFLINE  


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Posted Mon Oct 26, 2015 3:50 AM

This game has so much potential, have you got any further with it?

#36 Papa OFFLINE  



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Posted Mon Oct 26, 2015 9:10 PM

I've been working on it steadily.  The Ryu and Ken clones have different jump kicks now and the Zangief and Blanka clones now have most of their attacks.  I dropped one background to free up a bit of graphics memory (Brazil).  Next I'll be working on flips, falling, and hit animations.  Lastly I will add the A.I., hit bars, and sound/music. 


I'm very busy lately with my baby son and my toddle-monkey daughter. I have to organize all of my spare time after my wife gets home and she and my other kids have settled anything that needs my attention. I try to have a say in everything, although school nowadays is pretty demanding and I feel like I don't get to see my older kids as much as I would like. Also, tomorrow is Nic's one year birthday!  He's such a great baby.  He love's to sit and watch movies with me and he's growing up so fast. 


I've been testing Street Fight World : The Pixel Warrior (new tentative title) out on many different screens. On HD and basic CRT televisions the game is clean and jitter-free.  On certain CRT's (progressive scan it would seem) it has an occasional jitter which I am also working out. 


I have considered dropping either the Blanka clone or the Zangief clone in favor of another female character.  Possibly a Cammy copy would be nice.  I think she would remind folks of Super Street Fighter II, whereas the clone Sakura hints at the Alpha series.  By losing the Zangief clone I could possibly (with his replacement being significantly shorter and thus less memory intensive) bring back the lost background.  I'll probably keep things the way they are, though. 


I think that there needs to be a new DPC+ kernel that uses more ARM memory for graphics.  This would really open up some opportunities to program much better games for the VCS/2600.  A Zelda clone here, a Ninja Gaiden or Castlevania copy there.  All with more badguys and better overall graphics would raise eyebrows for the old system. 


I'll post more pictures and possibly a couple more downloads before the finishing touches are added.



Edited by Papa, Mon Oct 26, 2015 9:12 PM.

#37 freshbrood OFFLINE  


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Posted Sat Oct 31, 2015 12:52 PM

I say keep Zangief, but as his teen son, "Borets". Keep him 8 pixels wide- much smaller than his dad, but similar moves. Maybe he takes off a bit less power, but is a bit faster, to compensate for the size difference..


Also, I really like the boat backgrounds and the temple backgrounds. 


Finally, I would suggest widen the jump distance a bit. 


It looks great! How large is the compiled .bin so far?

Edited by freshbrood, Sat Oct 31, 2015 12:53 PM.

#38 Papa OFFLINE  



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Posted Tue Nov 3, 2015 8:41 PM

It's DPC+ 32k. :-o

#39 Papa OFFLINE  



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Posted Mon Dec 7, 2015 6:25 PM

I finally got all the jitters out of this game.  Borets has moves now and there is one music track.  I'm still working at AI but will upload the pre-AI latest work very soon.  I intend to have a music track for each background and possibly retain what's in it now as the title/player select track.

#40 Papa OFFLINE  



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Posted Thu Jan 7, 2016 9:54 AM

Okay..an update and download!


I've been slowly working on several projects at once, injured myself moving, and am finding very little time to devote to much of anything what with the old lady working and doing college at the same time and me having to watch two munchkins all day. 


The game is coming along though and will likely be done before spring. 


This is my latest stable BIN to play around with.  Two-player mode starts with the second player fire button.  All jitters have been removed so it plays great on all televisions.


A watcher on YouTube mentioned changing the backgrounds to something more simple (I assume the minor changes in outline colors while jumping or moving may have bothered them).  Does anyone here agree that the backgrounds should be simplified ("like Kung Fu" was mentioned in the YT comments).  I think they look great and really don't see any reason to change them.  Enough ideas to go the other way with them may convince me otherwise. 


Edge (Ken clone) has his minor color problem fixed (a white line).  Borets has more moves (a jump kick, sweep, and adjusted timing).  Lotus (Chun-Li clone) has had one of her moves removed to allow for different controls to be set up later. 




Attached File  SFW2016.bin   32KB   285 downloads

#41 imstarryeyed OFFLINE  



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Posted Wed May 11, 2016 1:37 AM

This is a very neat project and one I really hope you can finish.  If you ever played the Commodore Amiga 500 version of Street Fighter II, they mapped a bunch of moves and even special moves to an atari one button joystick.  Sure you can plug in a Sega Master System gamepad and set the game to use 2 buttons 1 for punch and 1 for kick, but the default was 1 button.


The moves were mapped to the directions of the joystick with the button held down.  Taps of the button would give you other results.  Kicks were performed by the bottom set of moves on the joystick and the punches were the top part of the joystick.


Special moves were either simplified to charge moves (Ryu/Ken Dragon punch, hold down charge and then press up and button or just rapid buttons like Chun Li's hurricane kick)


I am just super happy you put in Sakura!! She is my favorite character!


Let me know if you would like some custom artwork made, one of my employees is an excellent artist who is a big Street Fighter fan and is looking for retro gaming projects to do artwork for boxes, labels, covers or booklets.  I am sure he would be thrilled to do the artwork.


In any case good luck with your project and I hope it comes out even better than you and everyone else can ever expect, as its very much on its way already to that right now!

#42 Papa OFFLINE  



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Posted Thu May 12, 2016 6:55 AM

WOW!  Thanks! 


I'm still playing with opponent AI and tweaking the settings (now music can be turned off and on :) ).  It's a lot of fun to play around with and is coming to a close bit by bit.  I've been EXTREMELY busy with my kids and family but am coding as much as I can.  Six kids, two high-schoolers, two middle, two little.  I didn't even have Wifi on for a couple of days!! :-o 


With school coming to a close I should have much more free time to finish this.  I really can't wait to.  I love the game, but am eager to work on several others that have been sitting on the back burner.  While working on this game I also finished and added to Run Out (my racing game).  It now has three different fireworks scenes after completing a circuit and an ending after the third scene!  I also did a massive graphics overhaul on the background objects making much of it appear shaded. 


I'm happy with how SFW plays so far. Having characters so much like Street Fighter makes me wonder if it even could be made into a cartridge for real.  If it does get picked up to be sold you would need to offer up some art like the fantastic artist Atari-boy did with Titan Axe.  I don't know how many games (I don't think any) have been made using the Batari Basic DPC+ kernel into actual cartridges.  Retro Lord was the inspiration for this effort as the idea of a giant (giant for the Atari) Ryu sprite was presented.  I had been toying around with using mirroring and several instances of sprites in sequence to make larger, more colorful characters. 


Sakura is my favorite as well.  :grin:

#43 imstarryeyed OFFLINE  



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Posted Thu May 12, 2016 4:00 PM

I just saw the artwork for Titan Axe and its quite excellent.. fortunately I think he is very much up to the challenge and can make a really nice art set that would make your game look great.  I told him something that would be retro and cool and would be something people would soo want to display in their collection.

#44 Papa OFFLINE  



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Posted Sat Jul 2, 2016 5:54 PM

I'll be posting new demos of Street Fight World very soon.  I've gotten AI and hit bars in place and am working out a few final tweaks.  The DPC+ version demo (foreshadowing) will not have every single move or all of the options intended for the final game.  Some of the AI can be crazy at times, but, at the very least, the versus mode should be a fun two-player freebie. 


I'm also making a non-DPC+ version of this game in 32k.  It will have more backgounds and characters.  I'm having a great time teaching my son BASIC and he has been watching me code both games and is giving input.  I really like using pfheights and am using it for the Standard Kernel version.


Please check out my latest version of Run Out (Harmony cart ready)!!! 

Edited by Papa, Sat Jul 2, 2016 6:21 PM.

#45 imstarryeyed OFFLINE  



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Posted Tue Jul 5, 2016 8:22 PM

I like your RunOut game, I saw the video on your Youtube page.  I think my favorite part was the landmarks like you said, I never thought about how clever of an idea that would be haha.


I am looking forward to seeing your new stuff on your Street Fight World game and how the differences will be between your versions.


Keep up the great work, you definitely got a fan in me!

#46 Papa OFFLINE  



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Posted Sat Jul 9, 2016 9:43 AM

Thanks!  I am a big (250 lb) fan of Out Run and watched a video about the creation of the Sega scaler to prep for Run Out. The creator announced that after touring the U.S. they could not find enough interesting things to turn into roadside or background graphics.  This was when Out Run became a hodgepodge of less regional and more worldly backdrops and roadsides (uh...windmills)!  I wanted to approach this idea from a more isolated persective.  Where tourists or immigrants may find some of the icons less "US of A-American-regional", or at least European (The Statue of Liberty is french, Monument Valley is often tied to Native Americans, Casinos are everywhere, etc.), I hope that most of us will see the obvious 'this-is-the-U.S.A' plastered all over the game.  


I will be posting a playable demo of Street Fight World DPC+ very soon and a screen-saver-like demo of two other versions I'm working on as well! 


I've been having great success with the Standard Kernel in reducing the overhead on the playfields while still keeping the resolution up (even higher than the DPC+ version at times) , although there is a great reduction in the number of colors.  While every character is drawn with two frames alternating each half, I have done this with the playfields as well allowing for control over playfields for every screen.  This coupled with pfheights (without pfcolors) has yielded some very interesting results. 


All of the characters are larger in the Standard (even larger than the zoomed single pixel variants) kernel.  There are more backgrounds and I have changed two of the original cast.


Now for the 'this-guy-is-still-nuts-and-I-remember-him' moment..


I'm also making a third version using the Multisprite kernel in a way that should make RT wet his rubber underwear!!!  (the sprites are AWESOME!!)

Edited by Papa, Sat Jul 9, 2016 9:52 AM.

#47 Papa OFFLINE  



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Posted Fri Sep 9, 2016 7:22 AM

...WOW!  Time flies.  I was about to put that stuff all up and saw a ARM error pop up.  I've changed many things around since then (getting rid of unnecessary gosubs (GOSUB ALL THE TINGS!!).  This is the version I WAS going to upload WAAAY back then. You too can CRASH the ARM chip!! FUN!! 




Really it only happens when Blossom (Sakura) is freaking out on you.  The A.I. is obviously not perfected yet.  You can basically rip someone down with one well placed Dragon Uppercut. 


The game resets when one side or the other wins (this is what it's supposed to do for now, but may lead to accidentally starting up as Way (Ryu) suddenly).  It jitters a bit still (what I'm working with now has almost zero jitters, although is scrapbooked all over the place and not even ready to try out). 


B/W - Color switch turns off/on music (all three stages will have their own songs).


Reset usually works.


Ryu (Way), Ken (Edge), and Sakura (Blossom) have charge down uppercuts by holding down for a couple of seconds and then pressing fire. 


Blanka (White) also does a charge spin that requires you to hold down and the button (no release of the button is programmed yet).


Many moves are still missing and Chun-Li (Lotus) is still mostly inactive.


Hit bars work!! :)


Kind of... :P


A hit will register with certain characters (maybe only left side characters) after the fire button has been pressed again, after the initial attack.  So a quarter circle towards plus fire still throws a fireball and it still hits them, but the damage won't appear until you hit the button again for left side characters.  This is obviously being worked on. 


Attached File  SFWDPC.bas.bin   32KB   169 downloads





Now here is an example of how this all may be attempted without the DPC+ Kernel.


Attached File  SFW32k.bas.bin   8KB   162 downloads


There are more backgrounds and different characters.  This game can actually be played although no move animations are programmed.  Pressing a direction with the button will choose or change the character.  Two players can be activated.  Holding the button will cause the character to attack (scoot forward and cause damage)




Here is a cute little screensaver I made using the multisprite kernel.  I would say that it could be used for something like Street Fight World, but really it's just cute and fun to look at.  I may use this for an RPG I'm working on or whatever. 


Attached File  MKSF.bas.bin   32KB   142 downloads





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Posted Fri Sep 9, 2016 7:38 AM

This is crazy, literally mind blowing stuff, it makes me wonder is a Final fight style game possible? im assuming so if the sprites were fed one at a time.


That would be so cool.


keep up this amazing work

#49 Papa OFFLINE  



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Posted Fri Sep 9, 2016 9:39 AM

The DPC+ kernel is just begging for a Final Fight-like game.  I'm sure I'll be making something like that in the very near future.






(I just realized that the second download (the one with the Cody clone) is my 8K version.  It will eventually be 32K.  I was seeing how small I could make it without the music or many of the moves.) 

Edited by Papa, Fri Sep 9, 2016 10:56 AM.

#50 imstarryeyed OFFLINE  



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Posted Fri Mar 24, 2017 11:24 AM

Just popping in to see if you were ever able to finish your Street Fighter World game?  I have to say I have been following it and it just keeps getting better.  I am glad you got the special moves in there, sounds like you have made amazing progress.


Looking forward to seeing the finished product one day!


Keep up the great work!

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