In this video you can find some updates on the Super Street Fighter 2 Turbo game I'm creating for C64/C128 platforms using my RetroFighter engine. This adaptation of SSF2T for CBM platforms is based on the GameBoy Advance version called SSF2T Revival, but obviously my version will have something different. The game is planned to be executed on a 1Mbyte EasyFlash or Kung Fu Flash cartridge.
This new demo includes the following:
- enhanced appearance for all fighters (even if something has to be enhanced yet) - endings for each fighter - almost all fighting dynamics implemented (for example, throw escapes)
The next demo will have 2 bonus rounds and new backdrops and musics during the game.
This game is made completely from scratch. It's built and managed completely by me, with the collaboration of Jonathan Eggelton for the graphics side, Aldo Chiummo for the musics side and Danilo Serrago, Vincenzo Morana and Salvo Cristaldi for testing side. As for the other published videos and releases, I don't have copyright on any of the graphic/sound content (fighters, background identity, etc.) since they are reserved to the respective owners (CAPCOM).
Super Street Fighter 2 Turbo for C64/C128 - New DemoRetroGL2024-10-20 | Hi All!
In this video you can find some updates on the Super Street Fighter 2 Turbo game I'm creating for C64/C128 platforms using my RetroFighter engine. This adaptation of SSF2T for CBM platforms is based on the GameBoy Advance version called SSF2T Revival, but obviously my version will have something different. The game is planned to be executed on a 1Mbyte EasyFlash or Kung Fu Flash cartridge.
This new demo includes the following:
- enhanced appearance for all fighters (even if something has to be enhanced yet) - endings for each fighter - almost all fighting dynamics implemented (for example, throw escapes)
The next demo will have 2 bonus rounds and new backdrops and musics during the game.
This game is made completely from scratch. It's built and managed completely by me, with the collaboration of Jonathan Eggelton for the graphics side, Aldo Chiummo for the musics side and Danilo Serrago, Vincenzo Morana and Salvo Cristaldi for testing side. As for the other published videos and releases, I don't have copyright on any of the graphic/sound content (fighters, background identity, etc.) since they are reserved to the respective owners (CAPCOM).SNK vs CAPCOM Stronger Edition for C64/C128RetroGL2024-08-08 | Hi All!
In this video you can find a link to another version of the game SNK vs CAPCOM. It's SNK vs CAPCOM - Stronger Edition, with 16 additional fighters add to the roster, for a total of 32 fighters to play with. Currently it's a work-in-progress, since I need to complete the backdrops and musics to assign to the new fighters, but the AI, endings, animations, etc, are almost complete.
This version of the game uses a new kind of cartridge, called Magic Desk 2 (MD2), created and maintained by CrystalCT. The MD2 can contain up to 2Mbyte of data to use for the game. Actually, only a modded version of the VICE emulator can run the game, so you have to download both emulator and CRT game files in order to play it; as for the Standard Edition of the game, there's a C64 and a C128 specific version for this new edition too.
This game is made completely from scratch. It's built and managed completely by me, with the collaboration of Jonathan Eggelton for the graphics side, Aldo Chiummo for the musics side and Danilo Serrago, Vincenzo Morana and Salvo Cristaldi for testing side. As for the other published videos and releases, I don't have copyright on any of the graphic/sound content (fighters, background identity, etc.) since they are reserved to the respective owners (CAPCOM and SNK).SNK vs CAPCOM for C64/C128 update2RetroGL2024-07-30 | Hi all!
In this video you can find another update for C64 version of SNK vs CAPCOM and a specific version of the same game for C128, that implements the stage scrolling deal. The C128 version can be written in a standard 1Mb EasyFlash or KungFu Flash cartridge. For the Kung Fu Flash, it requires the WarpSpeed capability in the cartridge firmware in order for the game to run properly.As for all the previous versions, the C128 version can get other updates as well, so stay tuned.
The changes made in this update contain:
- new music set - enhanced effect colors on some moves
Download both C64 and C128 versions from the following links:
This game is made completely from scratch. It's built and managed completely by me, with the collaboration of Jonathan Eggelton for the graphics side, Aldo Chiummo for the musics side and Danilo Serrago, Vincenzo Morana and Salvo Cristaldi for testing side. As for the other published videos and releases, I don't have copyright on any of the graphic/sound content (fighters, background identity, etc.) since they are reserved to the respective owners (CAPCOM and SNK).SNK vs CAPCOM for C64/C128 update and RetroFighter future projectsRetroGL2023-11-03 | Hi guys,
in this video you can find a lot of news about my projects. First of all, a link to an update to my game "SNK vs CAPCOM for C64/C128" is ready to be downloaded. Many fixes and bugs solved, most in particular the input motion system has been improved in order to facilitate execution of the most difficult motions (specials and super moves) with game controllers. The following are the links to both CRT and manual updated files:
Besides this, I'm planning some projects to develop with the RetroFighter engine I created. The video shows some previews of 3 future projects I would like to finish:
1) Exclusive edition only for C128 of SNK vs CAPCOM: this project simply represents the same game but with scrolling stages. It will be executed only on C128 machines because of the CPU usage needed for stage scrolling.
2) SNK vs Capcom - Stronger Edition: this project represents the same game too, but with 16 additional characters, for a total of 32 characters to play with. Due to the amount of memory required to store all of this and due to the project requirements, the Stronger Edition will require a new kind of cartridge called MagicDesk 2, created and maintained by CrystalCT. The complete project that describes this kind of cartridge can be found at the following link:
3) Super Street Fighter 2 Turbo demo: this project is another work-in-progress. It uses an enhanced version of the RetroFighter sprite multiplexing part in order to make taller fighters, up to 48x84 pixels for main body, that is, 8 virtual sprites for each player body. In the video you can view some fighters example of the actual demo I'm developing. The current SNK vs Capcom stages are used only for demonstration purposes. The demo will evolve in the complete game and distributed freely as the actual one.
As for the other published videos and releases, I don't have copyright on any of the content (fighters, background identity, etc.) since they are reserved to the respective owners (CAPCOM and SNK).C64 new versus fighting game - SNK vs CAPCOM for C64/C128 - First final releaseRetroGL2023-09-27 | Hi Guys,
finally a first release of SNK vs CAPCOM for C64/C128 is available for download! New features has been implemented and corrections has been made to many aspects of the gameplay:
1) flying parries 2) new/modified special and super moves 3) special and super combo chaining 4) special pre-fight animations 5) secret ending in hard difficulty level
The new CRT file and manual can be downloaded from here:
As for the other published videos and releases, I don't have copyright on any of the content (fighters, background identity, etc.) since they are reserved to the respective owners (CAPCOM and SNK).C64 new versus fighting game - SNK vs CAPCOM alpha releaseRetroGL2023-03-10 | Hi guys,
after a long time, I built another release of the game SNK vs CAPCOM for C64. The current changes include the following: musics for stages, guard breakers and reversal moves, stage selection in versus mode and complete character storylines with intermission and ending animations.
Next video will be for the final release and then, hopefully, another special release will be created only for C128 that will include stage scrolling too.
The new CRT file and manual can be downloaded from here:
As for the other videos, I don't have copyright on any of the content (fighters, background identity, etc.) since they are reserved to the respective owners (CAPCOM and SNK).C64/C128 new versus fighting game - SNK vs CAPCOM update #shortsRetroGL2022-12-19 | Few updates to the SNK vs CAPCOM game: UI, supermoves, effects and some music. Enjoy!!C64 new versus fighting game - SNK vs CAPCOM updateRetroGL2022-09-24 | Hi guys,
I made some changes to the engine features and produced a new demo. The update contains a lot of stuff: 3 new fighters, 2 new bonus rounds, tournament mode, new graphic effects and special moves, one and two buttons configurations and new intermission screens. I hope to insert, in the next release, good music and sound effects.
The new CRT file and manual can be downloaded from here:
As for the other videos, I don't have copyright on any of the content (fighters, background identity, etc.) since they are reserved to the respective owners (CAPCOM and SNK).C64 new versus fighting game - SNK vs CAPCOMRetroGL2022-04-23 | Hi guys,
here is a demo of the new incoming game made with my versus fighting engine RetroFighter, called SNK vs CAPCOM. In this update, you can find a bonus round, 5 new fighters (one is secret), improved fighters size and quality, and (finally but important) new backgrounds and general graphics improvements made by the great contribution of JonEgg.
The CRT demo file can be downloaded from the following link, along with a short txt manual that explains all the special/super moves of all the fighters:
As for the other videos, I don't have copyright on any of the content (fighters, background identity, etc.) since they are reserved to the respective owners (CAPCOM and SNK).C64 versus fighting engine - Retro Fighter Update n. 3RetroGL2022-03-07 | Hi guys, some few changes to my fighting engine:
- better sprite multiplexer - new UI - new kind of hits for both players and projectiles - preparing-for-battle and dazed sequences for each player
I know that, in the previous video, I promised a new demo release, but I prefer to do it in the next video, where the game will run on cartridge so it will be more enjoyable :)
Graphics used in all my demo comes from the commercial game "SNK vs CAPCOM: Match of the Millenium", so all rights about graphic are reserved to their owners (CAPCOM and SNK).C64 versus fighting engine - Retro Fighter UpdateRetroGL2022-02-06 | New important updates were made to my versus fighting engine. New backgrounds are available for playing and, moreover:
A new demo will be available in the next video that will be updated between the end of this month hopefully. :) Meanwhile you can download the actual demo available to the following link:
Graphics used in this demo comes from the commercial game "SNK vs CAPCOM: Match of the Millenium", so all rights about graphic are reserved to their owners (CAPCOM and SNK).C64 Beat-em up engine - Retro Fighter UpdateRetroGL2022-01-04 | Hi guys, I've made some updates to my Retro Fighter beat-em up engine. The engine now supports some few elements:
- implemented AI (not perfect but there is) - super moves (one for each fighter) - animated background support - some experiments with sound effects
Fighter controls are: joy move + button for basic moves, circular moves and back-forward movements for most of special moves, double circular moves or double back-forward movements for super moves.
It can give problems loading in emulator if true drive emulation is off.
I hope you all have fun, don't forget to subscribe for any update about the project and comment!
Graphics used in this demo comes from the commercial game "SNK vs CAPCOM: Match of the Millenium", so all rights about graphic are reserved to their owners (CAPCOM and SNK).C64 Beat-em up engine - Retro FighterRetroGL2021-12-09 | This is a work-in-progress engine I'm creating for C64. Completely made in C & ASM, it's my first game engine made for a retro-computer. The engine has the following features for now:
- 7 basic moves and 3 special moves for each character - almost 50 frames for each character (appropriately flipped at runtime) - 1 char-based background - 8 selectable characters - 48x63 pixels for each character frame - no AI (CPU behavior is completely random for now)
Made in less of 3 months starting from scratch, I plan to implement other features, such as 1 super move for each character, more backgrounds, obviously sound and music and better collisions.
Graphics used in this demo comes from the commercial game "SNK vs CAPCOM: Match of the Millenium", so all rights about graphic are reserved to their owners (CAPCOM and SNK).