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Street Fighter 2 Champion Edition Demo   [2022]

Street Fighter 2 Champion Edition Demo Released by :
Herrera64

Release Date :
1 March 2022

Type :
C64 Game Preview

User rating:*********_  9/10 (9 votes)   See votestatistics

Credits :
Code .... Herrera64
Music .... Narcisound of Commodore Plus, Onslaught
Graphics .... Errazking of Hokuto Force, Kabuto Factory, The A Team
  Herrera64
Docs .... Herrera64
Test .... Bieno of Commodore Plus, Onslaught, Onslaught-Antiques
  Darro99
  Zub


SIDs used in this release :
Street Fighter II (Balrog)(/MUSICIANS/N/Narciso/Street_Fighter_II_Balrog.sid)
Street Fighter II (Blanka)(/MUSICIANS/N/Narciso/Street_Fighter_II_Blanka.sid)
Street Fighter II (Chun-Li)(/MUSICIANS/N/Narciso/Street_Fighter_II_Chun-Li.sid)
Street Fighter II (Dhalsim)(/MUSICIANS/N/Narciso/Street_Fighter_II_Dhalsim.sid)
Street Fighter II (E. Honda)(/MUSICIANS/N/Narciso/Street_Fighter_II_E_Honda.sid)
Street Fighter II (Ending)(/MUSICIANS/N/Narciso/Street_Fighter_II_Ending.sid)
Street Fighter II (Guile)(/MUSICIANS/N/Narciso/Street_Fighter_II_Guile.sid)
Street Fighter II (Incidental)(/MUSICIANS/N/Narciso/Street_Fighter_II_Incidental.sid)
Street Fighter II (Ken)(/MUSICIANS/N/Narciso/Street_Fighter_II_Ken.sid)
Street Fighter II (Opening)(/MUSICIANS/N/Narciso/Street_Fighter_II_Opening.sid)
Street Fighter II (Ryu)(/MUSICIANS/N/Narciso/Street_Fighter_II_Ryu.sid)
Street Fighter II (Sagat)(/MUSICIANS/N/Narciso/Street_Fighter_II_Sagat.sid)
Street Fighter II (Vega)(/MUSICIANS/N/Narciso/Street_Fighter_II_Vega.sid)
Street Fighter II (Zangief)(/MUSICIANS/N/Narciso/Street_Fighter_II_Zangief.sid)
Street Fighter II C.E.-Main Menu(/MUSICIANS/N/Narciso/Street_Fighter_II_Champion_Edition_Main_Menu.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Herrera64 on 28 September 2022
@Manex the game is in 512KB Ocean cartridge format, so everything is read from the cart very fast. No REU is needed.
User Comment
Submitted by Manex on 15 September 2022
Could the graphics be helped by using REU, like Sonic? High transfer rate, it could be used as a blitter replacement. Or am i wrong?
User Comment
Submitted by Herrera64 on 13 March 2022
@Neo-Rio, ok, I get you now. I've never done that "turtling" move when playing the arcade, I take note of it. I hope to improve the moves of the fighters to make them more like the original ones.
User Comment
Submitted by Neo-Rio on 6 March 2022
Re: the charge special moves.
At the moment, it seems that horizontal charge moves (and possibly vertical ones) can't be "charged" if the joystick is in the bottom diagonal position.
This ruins playing as any of the characters that rely on them. E.g. Guile should be able to charge both sonic boom (horizonal) and his flash kick (vertical) with the joystick held down (crouching) and away (guarding).
This was known as "turtling" - i.e. you could act like a turtle and pick either special move from that position. Currently that doesn't work in the demo. Charging doesn't seem to work from the diagonal joystick position.
Similarly, you should be able to charge while jumping away from your opponent and keeping the charge direction on the joystick. This works well when playing as Blanka.
As I've played SF2 to death, I can sense the fluidity of the moves being a bit off. The game won't work well without the moves feeling the same as the arcade game's.
Otherwise the characters mostly do "feel" a bit like their arcade counterparts. :)
User Comment
Submitted by Herrera64 on 6 March 2022
@Retroluzzer thank you for your words!

@Neo-Rio thank you too. I'll try to improve the joystick special move detection, other users have complained about it. The fire taps needed to stop being held (Honda, Blanka) or to perform "a hundred slap/kick special move" (Honda, Chun Li) can be reduced. Sorry, but I don't understand this: "the charge attacks require too long to charge and can't be done from a crouching position". Charging times can be reduced, but the moves which need to charge from a crouching position can be made (Chun Li, Guile), although they are a bit trickier, that's true. I'm currently working on the bonus stages ;-)

About the backgrounds, I've seen Jon Egg's works, and they are great, but I like what @Errazking has done so far. According to him, the elephants in Dhalsim's stage are dead because of the pandemic (due to the lockout they were left with no food or water and they starved to death), but I prefer to think that they're just taking a nap... Pandemic is also the reason why there are no people in any stage, @Errazking stated that moving elements in the original version are tricky to translate to the C64 and suggested removing them, and I agreed (this is why internally CE also stands for "Coronavirus Edition", he made some of them during the first lockout months).

About the music, I think @Narcisound has done a great job, he uses 2 channels for the music and 1 is left for the FX. He did the music and FX with Goattracker, I don't know if it's possible to play samples with GT tunes, but I don't think so.

Thank you again for your comments.
User Comment
Submitted by Neo-Rio on 6 March 2022
You mean getting Jon Egg to do the backgrounds? I mean Dhalsim's stage elephants are dead and Honda, Zangief, and Balrog backgrounds are still a work in progress. Some room for improvement there I guess. Nordischsound's SF2 theme title music is also better IMHO. As long as the music can use three voices, I would reach out to him. If there's any room in memory, having digis would be nice. Same goes for bonus rounds which seem to be cut?
Most of the in-game musics use two voices and are passable (Ken, Ryu, and Guile are good) - but some just don't work with two voices (Blanka stage - nice instruments - but I'm looking at you two). And Zangief stage music starts strong but has wrong notes through it.
Also the continue play screen seems to be over very quickly.
I'm more concerned with the gameplay - as the charge attacks require too long to charge and can't be done from a crouching position (ruining characters who rely on that). Also it takes too many taps to let rip with blanka, honda, and chunli's attacks IMHO.
If the devs need more gameplay testing, then please reach out. All the issues can be fixed.
User Comment
Submitted by Yogibear on 5 March 2022
Agree!
User Comment
Submitted by Retroluzzer on 5 March 2022
Yes, the gameplay is already quite good, but it could use some support in graphics and music. Some artist could rework the backgrounds and the sprites, and the game could benefit from a more "powerful" and faithful soundtrack. I understand that the team is proud of its achievements so far, but on the other hand it could becone an outstanding piece of game with some support from experienced artists.
User Comment
Submitted by Neo-Rio on 3 March 2022
This just needs some tweaks to the gameplay to make it more like the original. Also the joystick special move detection needs some loosening. Fireballs are easy to pull off, but dragon punch is tricky. Even charge attacks don't "feel" like the arcade version yet.
Ultimately this is very tricky to simulate - but as others have said - so far this is miles ahead better than the official version already. Even the CPU AI puts up a fight!
User Comment
Submitted by Retroluzzer on 2 March 2022
I like it. This is already now far better than the original port. Please keep up the good work and finish this, it's a great project.
As this is your "learning project" and your first release, I find this very inspiring, as it shows what you can do if you just pursue your goals. Thank you for this.
User Comment
Submitted by Herrera64 on 2 March 2022
@rupy I like the works of Errazking in this game, I need help with the sprites (I've made them and they can be improved a lot, I know), but I'm ok with the stages. The game needs the cart to read the fighters' sprites during the combat, what you are asking would require a lot of re-coding and I prefer to focus on finishing the game.

@Tom-Cat yes, sprites should be re-done but I'm not going to ask anyone to work for free. I would be very pleased if a graphician wants to help me with this.

@Burglar you can play in 1-player mode.

Thank you all for your encouraging words and your feedback ;-)
User Comment
Submitted by rupy on 2 March 2022
I think you should ask JonEgg for help, he's made some good SF2 backgrounds: f.ex. Street Fighter II - Guile Stage

Also maybe release one background/music/character-combo per .prg so we can play this without .crt and you get more space for animations?
User Comment
Submitted by Tom-Cat on 2 March 2022
Very nice attempt. Definitely get some graphicians on board (so many will probably like to do that, just post on Lemon64). And loose the shadows, they are way too big :)
User Comment
Submitted by Burglar on 1 March 2022
this is looking very promising! I played a few rounds against myself, I won ;) do you have any plans for a computer controlled opponent too?
User Comment
Submitted by chatGPZ on 1 March 2022
Just kidding :) Not bad for a first effort either - just keep fixing stuff and dont give up!
User Comment
Submitted by Wile Coyote on 1 March 2022
@Herrera64 congrats on your efforts..
Anything Street Fighter gets my thumbs up ^_^
User Comment
Submitted by Herrera64 on 1 March 2022
Sorry, this is my first release, I already fixed it. I hope you enjoy it, believe it or not it started as a learning exercise...
User Comment
Submitted by Wile Coyote on 1 March 2022
By the looks of things, no pixel pushers were involved..
User Comment
Submitted by chatGPZ on 1 March 2022
Considering no coder was involved, this is quite good :)
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