Well this is incredible news!! As an IndieRetroNews reader, has recently informed us in our comments feed, that JOTD is still working on a Bad Dudes vs DragonNinja Arcade conversion for the Commodore Amiga (AGA). Although it’s still in a very early stage of development, and the original Amiga version of the game was regarded as terrible with one such Lemon Amiga saying “This is absolute dreck with horrible graphics, terrible backgrounds, how did this get released in this state?” Rest assured if JOTD finishes this conversion, it’s sure to be another hit in the Amiga scene.
New Video from JOTD
Alpha Gameplay from Saberman
If you’ve been waiting for more updates on this upcoming Arcade to Amiga development. Then we have just found out, that the creator has not only updated the EAB thread with a new work in progress video ( Shown above ), but he was also quoted as saying “ok screw it, I’m pretty tired, but good bugfixing and (playtesting ) session tonight, so as a gift, please find a very early (but playable till the end) version for testing. A lot of stuff is missing, there are huge gfx glitches in levels 6 and mostly 7, possibly crashes, missing front objects (lamps, ….) ATM and it’s super slow without frameskip on a real machine (use auto or skip 1 or 2 for a playable game)”.
A sample of the “todo” list…
- – animal yell sound / boss killed: not played
- – on game over, tests test_input_bit_d1, then goes back to menu but intro screen trashed
- – level 5: red girls missing frames?
- – level 4: punching enemies while kneeled: missing frame?
- – level 1/2 repair front objects (status bar showing but destroyed, debug this)
- – boss energy bar missing right half
- – level 2 queue trailer erase inefficient when reaching extreme left
- – 2nd level complete in a row “STAGE X CLEAR” “G” remains from previous “go to next stage”
- – tune autoframeskip: force 2 skips for train/truck levels all the time
- remain auto 0-2 for other levels
- – level 2: climbers on the right “blink” (frame/grouping? wrong clipping?)
- – boss 7 color change
- – train erase: extend gap to full train height, add erase on the right of the front wheel: saves blitter
- still wagon not deleted properly at times
- – ending sequence trashed/flashes… double buffering vs simple buffering?
- – missing second screen sequence sprites (president+bad dudes)
- – end sequence should use scrolling sprites for credits: allocate huge 2x high sprite buffers
- first find a way to reach sequence faster
- – separate copperlist for ending screen: much simpler, and with 24 bit copper sky
- maybe use that copperlist for intro screen too (gray copper sky). When loading tiles & sprite
- palettes, load into both copperlists
- – levels 6 and 7 have garbled tiles & display (unfinished scrolling Y trick)
Once the game has progressed far enough I’ll be doing new articles but for now, this article will be updated with the latest developments.