Comments

Log in with itch.io to leave a comment.

(+1)

Spectacular, congratulations! Could you do a port of the first "Mortal Kombat" in the future? I would also like to know if this could be ported to ZX Spectrum Next. It would be nice to have this with stages and characters in the classic 8 colours of the Spectrum.

Yes Mortal Kombat. That will be amazing.

(3 edits)

Amazing homage! Congrats!

Works as a charm in ESPectrum. No problems seen with fast loading. ESPectrum "Fast tap index" feature can be used too (it speeds up, making load almost instant, loading taps with many blocks as Final Pack's one) but as your .tap don't have too many blocks it makes practically no difference.

I played it at 125% and 150% speed with sound and it's quite enjoyable! :D

As pointed below, a .trd version would be wonderful. ESPectrum and many other emulators can load .trd disks in any model of emulated Speccy not only Pentagon.

Also support for second Kempston button or even more buttons would be nice. There are a lot of possibilities today for real machines and emulators to take advantage of modern gamepads.

Anyway, as said at start of post: Congrats! Great work! 

Bug report:

On "The Spectrum" from RetroGames, some of the tape loading hangs. I am using the .tap file. Ryu works for example, but if I try to play as Balrog, it loads Balrog, but when trying to load his enemy, it will just hang.

Honestly though, this is an amazing effort. I can't believe what you have achieved here. Phenomenal!

The tape needs "rewinding" to find the other character's data... I don't know how you'd do this on The Spectrum, but on Spectaculator there is a "stop at end of tape" option which needs disabling to allow the tape to loop indefinitely. Hope that info can help you, and if so please reply here with details so I can add the info for other players if you find it! Many thanks 🙂

I know this wasn't asked, but in case anyone was wondering:
The TZX files work fine. You just have to switch tapes/sides with Home>Media select when needed and then use the tape controls to pause/stop as required (for the benefit of anyone yet to try this: Home+Down for tape menu).

For the TAP file... it works fine until it doesn't. The tape controls are unresponsive and unless I'm missing something, you'll have to use the following workaround:

- When it freezes on a "Insert Side" screen press Home to go to the options menu.

- Go to Media Select and press the listed button to clear the "current media"

- Close the media select and then the options menu to return to the game

- it still won't work because now there's no "tape", so head back to the options menu and into Media select

- re-select Sweet Fightin' +II and close the media select and then the options menu

- the game will now auto-load to the required fight and you can go about your brawling.

You may have to do this again during your playthrough, depending on what data the game needs, but it's still a lot quicker than using the TZX files.

The seemingly pointless step of returning to the game without a tape inserted is because even if you remove and re-add the TAP straight away, The Spectrum doesn't seem to recognise that anything has changed.

Thanks for that. Those steps didn't work for me unfortunately, but I found an easier way to work around the issue. Just add an additional tap file for another game when starting SF2 and then when you get the freeze on the insert tape screen, use Home and L button to switch to the second tape, and then Home and L button to switch back to the SF2 tape. This takes only a second to do and works perfectly!

OK, that's much simpler. I'll be doing that from now on. Cheers!

Bug report... on your loading routine, after checking the header of a tape block, you expect register C to be different than 0, why? The return of C register on the loading routine is not a documented behavior (can have different values 0x01, 0x21, 0xFE, 0xDE...)

Not a bug.... JR NC checks the carry flag, not what the C register contains... and LD_BYTES returns carry flag unset (NC) on error, so this is the error handling (JR NC) for an error within that CALL to LD_BYTES.

Documentation here: 
https://skoolkid.github.io/rom/asm/0556.html

Please see the full screenshot.  The first JR NC is not relevant (it was in red due to a breakpoint I put on my ZEsarUX emulator). See the LD A,C just some opcodes below that ;)

(1 edit)

Ah, ok! Didn't see the rest of that image before, and I'm far, far away from my computer at the moment (about 2500 miles, haha) so I'll have to pick this up when I get back! Cheers 🙂

looking at that code, I don't see any use of the C register before calling the rom load routine (and you would also need a push/pop probably). C register on return from the rom load call is undefined (usually value 01, 0x21 and others) but it doesn't tell anything relevant (I think it's the last value sent to the port feh to draw the border stripes). So I think that's a bug in your code ;) Some emulators like Fuse return C=01, others like mine (ZEsarUX) didn't return anything on C register, so the game was failing and that's the reason I started debugging it, hehehe. Now I'm returning C=01 and yours is the only game that failed loading (of course this is the "fast load" tape method, if I do a "slow" load (realtime) it was working. I assume your game doesn't load on other emulators either

OK, so I think I've figured out the issue here... the section below your breakpoint (red line) is supposed to check the filename in the header... check 10 characters (LD B, $0A) and JR to tl_header (JR NZ, $A14B) if any characters don't match.

The highlighted LD A, C should really be LD A, B - however we already know that B=0 after the final DJNZ, making this extra check redundant!

I will test and release an update once I'm confident that this is the issue... it is likely replicated in the main code loader so I'll need to fix there too.

Thank you for efforts and bug report! 🙂

Updated .tap file - should work now? 

I did test it in ZEsarUX_windows-12.1 and it loaded OK... but how do you "rewind" the .tap (e.g. to load Ryu after fighting Dhalsim)? 🤔

Verlo impresiona, pero jugarlo y tener la sensación de estar jugando al original de arcade no tiene precio. Muchas, muchas gracias por esta obra de arte

(+1)

ZXPresh congratulations on achieving the impossible with such a highly technical game running on such a limited system.

Suggestions for the final release:

- The game name should be changed to simply reflect the original arcade title for the sake of accuracy and authenticity as it already infringes copyright. It would look much better to present it as Street Fighter II: The World Warrior with a well designed colour logo that avoids colour clash. The name change would be the most important suggestion.

- An MGT disk image version for DS/DD 3.5" 800K (720K formatted) disks as this would be suitable for the +D Disk System such as the PlusDLite.

For future revisions of the mass storage version of the game (non-tape version) may I suggest the following:

1. Kempston multi-button joypad support for Sega Master System (2-button), and Sega Mega Drive (6-button) controllers

2. Possible speech when SFX and music are not used such as "fight", "you win", "you lose", "round 1" etc.

https://www.realmofdarkness.net/sb/sf2/

This may require additional sound channels and could require the addition of a 6-channel AY TurboSound chip being present. TurboSound is fast becoming a common standard via add-on expansion for original hardware and built-in to clones like the Sizif-512 and ZX Next.

3. Add the arcade "continue" screen with the number counter and character portrait

4. Use the "Versus" screen before each level to display the fighter and opponent for that match

5. The inclusion of bonus levels and the points system

6. Include the world map and flight path to show the level progression for the player before each match

7. Include a mono "attract mode" screen showing the two fighters in front of the office tower block followed by character bio and stats

8. Include each characters win quote after each match

9. Each character has a different ending when the player completes the game.

Thank you.

I have to admit I am completely amazed with this fantastic release. It's 100 times better than U.S. Gold conversion, with difference. Of course, visually looks very good, but its playability is disastreous.

But this remake IS THE BEST AND NEEDED ONE. My congratulations, ZXPresh!

Tested without issues on my +2 with a Divtiesus Maple Edition divMMC as you'd already tested with a divMMC Future.. Have you thought about doing a native esxDOS version which loads the files directly off the card rather than having to access the .tap file sequentially? I've hacked together a version from the .tap file and I can send you my changes  to do this if you're interested - it makes the loading faster and you can take out all those 'stop the tape' messages. :)

Impresionante lo que has conseguido! Esa velocidad de movimientos no pensaba que fuese posible en un Spectrum! Como lo has hecho?

Works very well on Spectaculator (Tested on latest version 9.1)

Incredible work, congrats. Thanks for sharing. 

Just imagine if this game was released 35 years ago! 

Game of the year,

Love it

Hi Presh, congratulations on your amazing "homage"; this is how the Spectrum conversion of Street Fighter II should have looked and played back in 1992.

I can confirm that the game works on a real 128 Spectrum with a DivMMC EnJoy interface and on the latest version of SpecEmu, with and without DivIDE emulation.

If I may suggest you something in order to further improve an already impressing result, it would be:

  • a disk-based file, preferably TR-DOS, because it is readable by many emulators and compatible with ESXDOS for use with SD card-based interfaces;
  • fighters portraits before the match, like in an enhanced hack of Street Fighter II you can easily find on the Web;
  • end-of-game messages for each character;
  • the possibility of changing the stage colours;
  • scoring.

Thanks again for your time and effort and for making it available to us all.

Absolutely amazing! Congrats!!!

An incredible achievement!!! Congratulations! Maybe you can add dandanator version? And if you add de zx0 compression what level of reduction can you archive? And finally final fight maybe your next challenge? ;) again thanks for gift us this master peace for our beloved little speccy! :)

Increíble, enhorabuena a los desarrolladores por llevar aún mas al limite al Zx

Why have Sagat and M Bison got Thai flags above??

Because they're from Thailand. Well, it's never officially canon confirmed Bison/Vega is Thai, but working on the assumption that character nationality = stage then he's from Thailand.

(+1)

exelente juego y programacion como dice los fans que somo nosotros no es ilegal si se hace sin fines de lucro  y homenaje a todos Mi querida Speccy , CAPCOM , el Street Fighter y los arcades casi nada y asi es como se avanza en la vida todos casi siempre copia algo bueno de otros programadores Exencia y gusto a programar algo y no quedarse. 

very great work thanks

(+1)

What a fantastic version! If you have a Spectrum clone with a faster processor, I recommend check  it at 5.2MHz. At this frequency, the game with music runs with speed almost like on arcade. Is it planned to use a three-button Mega Drive pad that uses e.g. Sizif 512?

(+1)

Buen trabajo!!

Gracias

(+2)(-1)

An exceptional version of sf2, the one it always deserved. It has everything: great gameplay, smooth movement, fantastic music... everything. Congratulations on this talented work. 

(+1)

great improvement over original, even graphics were partly updated, and plays much better, especially when music turned off.

Thank you for your fantastic effort!

(+1)

Bravo! Thank you for this amazing version. 

(+1)

Very impressive 

(+1)

Pedazo de juego.

(+1)

Amazing! Congratulatios!

(+1)

very good

(+1)

Congratulations on the game, it's an amazing piece of work!

(+2)

An absolutely ncredible achievement! Kudos to you, this is genuinely amazing work. Easily the best 8-bit version, and it's not even close.

(+1)

Mapping the keys to a gamepad is great, but if you do an update can we pls pls have a redefine keys option? This game a masterpiece!

(+1)

absolutely amazing. Can you program Double Dragon next? I have the graphics waiting for you 👍

(+2)

Just did a big feature on IndieRetroNews!  Annoyingly it came out when I was asleep lol but AMAZING! Well done for an incredible release

(+1)

This game is absolutely fantastic, unlike what we got back then. If we finally got our hands on this game, it blew us away. Congratulations on this amazing game!

(+1)

Exceptional work! An amazing tribute to SF2 and to what can be done with the good ol' speccy!

(+1)

It looks clearly like the best "street fighter" game for Speccy in terms of technology. Pixel art, full-screen vertical and horizontal scrolling, huge sprites, and still excellent speed!

Deleted 187 days ago
(+1)

Ya llegó el típico aguafiestas, literalmente. Todos disfrutando de la fiesta y el buen rollo, de que es gratis, que va increiblemente rápido, que ha añadido a personajes que faltaban, que alguien SE HA TOMADO LA TREMENDA MOLESTIA de invertir su TIEMPO en algo que después REGALA, para que venga alguien a buscar algo IRRELEVANTE A DIA DE HOY para resaltar algo "negativo" que a nadie le importa... ¡Ni a capcom! Lo siento Carlos, pero no puedo estar más en contra de tu comentario.

(+2)

Awesome game!

(+3)

This game is one of the best fighting games all the time!

Delicious!

(3 edits) (+3)

A fucking masterpiece, there are no other words to describe this. How is this even possible? What kind of black magic did you use to pull this off?

As someone who, back in 1993, couldn't stop crying for an entire day after wasting his entire savings in the unsalvageable U.S. Gold port, this feel like some sort of cosmic balance has been restored.

Deleted 187 days ago
(+11)

Why the mean-spritited comment?

Capcom are almost 100% never going to release another Speccy game. They might or might not do better than this. (Probably not, I’d say.) But why, in your hypothetical, do you assume the worst?

This game here is not illegal. It’s a love-letter to a 30-year-old game. It’s a fan-remix. An homage. It’s probably ‘fair use’ (but who knows?). Enjoy it! Or don’t!

(2 edits) (+2)

It's not a simple copy of a videogame, it's a complete remake with a different TITLE and, of course, it doesn't to be an official release and being endorsed by Capcom or any other company. It's just a 'fan made' conversion as many other freeware or shareware remakes from arcade or console videogames for the ZX Spectrum, that's all. Moreover, their authors possibly don't want to get paid for this piece of gold. As it's free downloadable (for now), there is no need to argue or complain, while this game may remain as freely distributed only if zxpresh desires it or not.

Since many years ago, many people (programmers and little software houses) released unofficial conversions of coin-op arcade machines, or just inspired in them and, as far as I know, nobody said nothing.

(2 edits)

Don't suck Capcom's dick so hard or you are gonna choke.

Deleted 187 days ago
(1 edit) (+5)

 El autor no está pidiendo dinero por el juego, así que algo que no reporta beneficios, para una plataforma que ya no se comercializa, ni es ilegal, ni aunque lo fuera Capcom va a mover un dedo contra él, es un homenaje, no una copia para lucrarse.

Deja que los fans de la máquina disfrutemos de este tipo de publicaciones, y se nos demuestre hasta que punto puede llegar el Spectrum en la actualidad.

Vive y deja vivir.

(+1)

para éstos casos hay una frase: "es más papista que el Papa". A Capcom le da exactamente igual, ni sabe que existe el Spectrum a dia de hoy, ni hay dinero involucrado, ni ... que no, que siempre tiene que haber un "inspector de hacienda" a decirte que tienes que pagar impuestos por una venta de algo de segunda mano que vendiste hace 5 años por 1euro, que sino eres ilegal... pos ná. Ignorar y a disfrutar.