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Forums > CSDb Discussions > Street Figher II - C64 ..some ideas ;)
2009-03-15 09:35
Wile Coyote
Account closed

Registered: Mar 2004
Posts: 646
Street Figher II - C64 ..some ideas ;)

It was interesting seeing ‘Mortal Kombat Preview’
Mortal Kombat Preview

It brought back memories of my idea of how Street Fighter II could *possibly* have been handled on the C64. The US Gold take on Street Fighter II wasn't all that. I mentioned the idea at the time to various people. With the aid of a PC can I display the concept.

My idea’s included and cantered around:
Playability no.1 priority. As US Gold demonstrated, it was not possible to cram Street Fighter II into a Commodore 64, something had to be dropped.

Disk or / and Cart based, not tape.

Use a similar approach to IK. Have 1 character constructed using characters, and 1 character constructed using sprites (3 sprites wide, to allow for 2 remaining sprites to be used on fireball etc). Interlaced character graphics would have pushed things forward, although an option to turn off interlace would have been included.



The IK characters were limited with their jump height, as the upper screen area was dedicated to background graphics to make the game look pretty. The most controversial side of my design would be to drop the background graphics, and use a black background, thus allowing the charters to jump higher than those in IK. The floor would have been displayed using a scrolling 1 character high design.

Energy would be displayed in the upper border.

Pressing Shift + 4 during IK speeds the game up to a much cooler speed. Street Fighter II - C64 could run at the same speeds.

Memory might be an issue, I don’t know. Although each character would be loaded separately.

In re creating Street Fighter II - C64, AI would have been an interesting challenge, as AI is what makes Street Fighter II

Have the king of arcade to C64 music conversion re create the audio. If memory allowed, contact 4-bit samples could be used.

/this is hypothetical stuff :D
2009-03-15 11:22
Merman

Registered: Dec 2002
Posts: 140
Interesting ideas...

If you look at www.gtw64.co.uk there is evidence of an earlier version of SFII (from screenshots in Commodore Format) that had much larger backdrops.

From a playability point of view, I think the original is alright - most of the special moves are in there, it's only the slow movement speed and occasional glitch that takes away from actually playing the game.
2009-03-15 13:18
Twoflower

Registered: Jan 2002
Posts: 434
I'm no expert on multiplexers, but I believe using 3x3 sprites for each character (updating the spritedata, like in Maniac Mansion) is quite valid. 2X2 or 2X3 would probably be better, but I figure updating 6 sprites is doable aswell. That'd leave 2 sprites for fireballs, etc (which probably are better off using chars, Turrican-stylee).

Using softsprites for fast movements and fluid updates must be a pain in the ass if you use objects of this size (apx. 9X9 chars). If I understood things correctly from Mike Dailly's blog, everything needs to be either plotted or you need to have all movement frames buffered at all 4 possible horizontal positions/char? Could you coders please fill me out on this?

Anyhow, nice idea with making an SF II version. The Mortal Combat preview was nice, and i'm sure a worthy SF II can be done aswell. After all, didn't they do some decent attempts on NES? :-)
2009-03-15 13:43
TNT
Account closed

Registered: Oct 2004
Posts: 189
Quote:
Using softsprites for fast movements and fluid updates must be a pain in the ass if you use objects of this size (apx. 9X9 chars). If I understood things correctly from Mike Dailly's blog, everything needs to be either plotted or you need to have all movement frames buffered at all 4 possible horizontal positions/char? Could you coders please fill me out on this?

If there is no background then you can shift the whole playing area with $d016, no need to have multiple copies of player gfx.
2009-03-16 08:45
enthusi

Registered: May 2004
Posts: 677
that is indeed an evilish idea (if I got it correctly).
Have one Player 100% sprites and the other 100% chargfx.
Move P1 obviously via spritex,y and the other via d016 and hardscroll?

You could put the floor in the lowerborder via sprites as well or you just use a border-color-floor.

Concentrate on AI and clean gfx. Id love that.
However that would make a weird engine for sure :)
2009-03-16 09:03
Deev

Registered: Feb 2002
Posts: 206
I've always thought it should've allowed you to use the keyboard so you have all the punch/kick options. Street Fighter with a one button stick is just wrong!

The speed and graphical quality of IK+ would've been fine for SF2, which shows the conversion could've been done better. As the sprites in IK+ are a little smaller than SF2, it wouldn't necessarily have to scroll.
2009-03-16 10:38
Oswald

Registered: Apr 2002
Posts: 5086
look at barbarian, player movement is char based and its not really disturbing. the most important element would be indeed the AI and the gameplay. nr of colors/resolution/size etc. are just the icing on the cake.

"As US Gold demonstrated, it was not possible to cram Street Fighter II into a Commodore 64, something had to be dropped."

that demonstrates the quality of US gold coders, and the time they had, rather than the c64's capabilities.
2009-03-16 13:00
Jetboy

Registered: Jul 2006
Posts: 299
I would rather see new demo, than another crippled game conversion. But that's just me :)
2009-03-16 13:31
Majikeyric

Registered: Sep 2002
Posts: 83
a black background ?!! Sorry but it's lame...
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