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Unhealthy Dudes vs DragonNinja conversion is within the works through JOTD for the Amiga [Alpha Update]


Properly that is unbelievable information!! As an IndieRetroNews reader, has lately knowledgeable us in our feedback feed, that JOTD remains to be engaged on a Unhealthy Dudes vs DragonNinja Arcade conversion for the Commodore Amiga (AGA). Though it is nonetheless in a really early stage of growth, and the unique Amiga model of the sport was considered horrible with one such Lemon Amiga saying “That is absolute dreck with horrible graphics, horrible backgrounds, how did this get launched on this state?” Relaxation assured if JOTD finishes this conversion, it is certain to be one other hit within the Amiga scene.

New Video from JOTD

Alpha Gameplay from Saberman

If you happen to’ve been ready for extra updates on this upcoming Arcade to Amiga growth. Then we have now simply came upon, that the creator has not solely up to date the EAB thread with a brand new work in progress video ( Proven above ), however he was additionally quoted as saying “okay screw it, I am fairly drained, however good bugfixing and (playtesting ) session tonight, in order a present, please discover a very early (however playable until the top) model for testing. A whole lot of stuff is lacking, there are big gfx glitches in ranges 6 and largely 7, probably crashes, lacking entrance objects (lamps, ….) ATM and it is tremendous sluggish with out frameskip on an actual machine (use auto or skip 1 or 2 for a playable sport)”.

A pattern of the “todo” record…

  • – animal yell sound / boss killed: not performed
  • – on sport over, assessments test_input_bit_d1, then goes again to menu however intro display trashed
  • – stage 5: pink women lacking frames?
  • – stage 4: punching enemies whereas kneeled: lacking body?
  • – stage 1/2 restore entrance objects (standing bar displaying however destroyed, debug this)
  • – boss power bar lacking proper half
  • – stage 2 queue trailer erase inefficient when reaching excessive left
  • – 2nd stage full in a row “STAGE X CLEAR” “G” stays from earlier “go to subsequent stage”
  • – tune autoframeskip: pressure 2 skips for prepare/truck ranges on a regular basis
  • stay auto 0-2 for different ranges
  • – stage 2: climbers on the proper “blink” (body/grouping? unsuitable clipping?)
  • – boss 7 coloration change
  • – prepare erase: prolong hole to full prepare peak, add erase on the proper of the entrance wheel: saves blitter
  • nonetheless wagon not deleted correctly at instances
  • – ending sequence trashed/flashes… double buffering vs easy buffering?
  • – lacking second display sequence sprites (president+unhealthy dudes)
  • – finish sequence ought to use scrolling sprites for credit: allocate big 2x excessive sprite buffers
  • first discover a method to attain sequence quicker
  • – separate copperlist for ending display: a lot less complicated, and with 24 bit copper sky
  • possibly use that copperlist for intro display too (grey copper sky). When loading tiles & sprite
  • palettes, load into each copperlists
  • – ranges 6 and seven have garbled tiles & show (unfinished scrolling Y trick)

As soon as the sport has progressed far sufficient I will be doing new articles however for now, this text might be up to date with the most recent developments.

Hyperlinks :1) Supply 2) Obtain [March Update]

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