Streets of Rage X (Windows / Android)

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

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The project is currently under development.
I know that Shiva doesn't use weapons in SoRX because he understands himself to be "the weapon." But I want to make a suggestion: It would be cool if he could at least throw the weapons.
This behavior exists in SoRR with Mr. X.

Finally, I have a second suggestion: It would be nice if the buttons in the menu corresponded to the remapping. I mean, I play on the keyboard and "J" is a key I don't use, but it's there at the bottom of the menus.

That's all. ;)
 
I know that Shiva doesn't use weapons in SoRX because he understands himself to be "the weapon." But I want to make a suggestion: It would be cool if he could at least throw the weapons.
This behavior exists in SoRR with Mr. X.
In SOR 4, Shiva could throw the weapon into the air to fire a sort of “shot” at his opponent
(he could also deflect anything flying toward him)
shiva-streets-of-rage (3).gif
 
I know that Shiva doesn't use weapons in SoRX because he understands himself to be "the weapon." But I want to make a suggestion: It would be cool if he could at least throw the weapons.
This behavior exists in SoRR with Mr. X.
I can test it, thanks for the suggestion :)

Finally, I have a second suggestion: It would be nice if the buttons in the menu corresponded to the remapping. I mean, I play on the keyboard and "J" is a key I don't use, but it's there at the bottom of the menus.
Currently the key info corresponds to the action in-game, not a button exactly. In this example, "J" is jump as well as "S" is special and "A" is attack.
I applied this logic to keep the same pattern of the Android touch buttons.

In addition, it may confuse players to navigate in the menus or in the select screen in case all 4 controllers use different configurations (like p1 using B to quit from the select screen to the main menu and p2 using F).

I'm still thinking of a way to solve it in future updates, thanks for pointing it out.

In SOR 4, Shiva could throw the weapon into the air to fire a sort of “shot” at his opponent
(he could also deflect anything flying toward him)
View attachment 15053
It's already possible to hit thrown weapons (or pick up them in the air, heroes only), but they will just fall on the ground instead of reverting the attack direction.
 
I'm not sure if you or others are looking for more music for SORX or games like it. But I was having some fun looking for variations of "Never Return Alive" and decided to create this, just to have something different. Sharing for interest and resources.
 
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Testing ARM build on a Raspberry pi 3 with a 32 bit O.S., the progress is going well so far.

There's some performance issues, like fps drop, but it's related to a lot of game scripts running in a low hardware device. At least the engine is working well with no crashes.

1781652138687.png
 
Testing ARM build on a Raspberry pi 3 with a 32 bit O.S., the progress is going well so far.

There's some performance issues, like fps drop, but it's related to a lot of game scripts running in a low hardware device. At least the engine is working well with no crashes.

View attachment 15068
You don't know how excited that makes me. Thanks so much! Hope you find very little problems🤞
 
Just a small change in the "classic resolution" version related to the logos, since webm videos do not run well in low hardware devices like raspberry pi. I replaced them with a gif version.

The only webm remaining is the "press start" screen, but due to it playing only two frames, it runs well and can be maintained.
Nothing was changed in the default version of the game.

 
Kratus updated Streets of Rage X (Windows / Android) with a new update entry:

Beta 35

### BETA 35.CC2 ###
- Engine: Added AppImage files for Raspberry Pi O.S., both tested on a Pi 3 using Bookworm 32bit (compiled on a Buster O.S. with glibc 2.28) and Trixie 64 bit systems.
- Game: BKM Adam, many sprite adjustments.
- Game: SOR2 Blaze update, fixed some glitches in the rage cannon when close to walls, reduced the size a bit.
- Game: Fixed some glitches when a grab starts close to an obstacle.
- Game: Fixed Max "grab jump" crash.
- Game: Minor fix in the "time over" text code...

Read the rest of this update entry...
 
I just uploaded a new SoRX game file that contains fixes/updates based on the last feedback.

In addition, this time I added AppImage files for Arm architecture. In this first step it was compiled to work on the official Raspberry Pi O.S. 32/64 bits (Bookworm/Trixie respectively), plus it also works on the official RetroPie .img file for RPi 3 based on Buster 32 bits.

I compiled using the oldest system possible to improve the compatibility, currently using the GLIBC 2.28 (Buster).

I was able to run a full playthrough with no problems, except for some fps drops but mainly due to the low hardware device Pi3.
Honestly I'm surprised and satisfied with the results because SoRX is not light, it has a lot of scripts running at the same time. However, it means that the optimizations made in the last versions are working well.

In case you need to extract the OpenBOR binary and dependencies to test in other systems, run the game AppImage files using the arguments --appimage-extract, and after that you should run the "AppRun" that is placed inside the "squashfs" folder instead of the binary directly (in case you need to use the dependencies placed inside "/usr/lib/" folder).

Some instructions about RetroPie:

- Put the game content in the folder "/ports/sorx/".
- Put the selected game .sh (shell) file in the folder "/ports/".
- Authorize both selected .sh and AppImage files through "chmod".
- Inside the .sh file, you need to enable only the line that corresponds to the selected game version.
- You may have to add the "ports" section manually in the file es_systems.cfg in case it does not appear automatically, here's how it should look like.

Code:
<system>
    <name>ports</name>
    <fullname>Ports</fullname>
    <path>/home/pi/RetroPie/roms/ports</path>
    <extension>.sh .SH</extension>
    <command>/opt/retropie/supplementary/runcommand/runcommand.sh 0 _SYS_ ports %ROM%</command>
    <platform>ports</platform>
    <theme>ports</theme>
</system>

- Depending on how your RetroPie is configured, you may need to make some changes in the config folder using these commands.

mkdir -p /opt/retropie/configs/ports/
nano /opt/retropie/configs/ports/emulators.cfg

- Then, inside the newly created emulators.cfg file using nano editor, paste these lines.

default = "exec-appimage"
exec-appimage = "%ROM%"

Well, that's all. As always, any feedback is appreciated.
 
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@yerboydrew
Friend, in this first step, there's a high chance of the RPi build not working on the SEGA mini console because I don't have one to make tests.
However, I would appreciate it if you could share the results in case you test on your device.
 
Hi Kratus, is this a download error or do you not have the Windows version?

Also, the other versions are for 2 players, not 4.
I await your response. Greetings from Argentina.
 
Greetings from Argentina
@S Mars Thanks buddy :)

Hi Kratus, is this a download error or do you not have the Windows version?
I just downloaded the game and the Windows version looks fine.

1782530441176.png

Also, the other versions are for 2 players, not 4.
Exactly, this is not a bug, this is intentional to work on the same way as the original games.
The versions marked in red are for 4 players, and the classic ones are for 2 players.

1782530298611.png
 
Wow! This just gets better and better.

With the classic resolution fork, I like how this also doubles as a preservationist effort. A completist version with all things OG SOR.

That said, any plans to include an optional Mr.Monopoly boss from the SMS version?

I don't think I've ever seen a version of him pop up on any of the SOR fan games. So it could be a fun exclusive here. And I noticed other bosses from other variants (like Hari Kari and The Predator) popping up so I don't think it violates the purity of the project.

If nothing else, that might be a cool sub-boss on the industrial level mid-way through leading into confrontation with the Hari kari boss. One of my chief complaints about SOR, even back in the day, is the redundancy of it all. The game quickly becomes grinding. But will so many sequels since then I like how some fan games will use enemies and bosses from other games to add much needed variety.

Great work!
 
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