Double Dragon - A near Arcade-like experience of a classic via JOTD for the Amiga AGA [BETA 3 UPDATE]

This week just gets better and better as another game has hit our news feeds and it's none other than Double Dragon for the Amiga, but as an AGA edition. First released way back in the 80's by Taito Corporation, Double Dragon in the Arcades was a fantastic beat 'em up game that featured high grade fighting two player fun on many different systems such as the Amstrad, Amiga and C64. But now thanks to JOTD, he is working on bringing the Amiga version more in line with the Arcade. In fact one person even said "I honestly thought that the original was the worst home conversion that could possibly exist."

Original Version

The long-standing quest to bring a definitive, arcade-quality version of Double Dragon to the Amiga could be reaching its full potential. Legendary porter JOTD (Jean-François Fabre) has provided a significant update on the project, which is being developed specifically for AGA-equipped Amigas (such as the A1200 and A4000). After what JOTD described as "brutal debugging sessions," the developer has successfully stabilized the core of the game, with scrolling still to fix and a completable game. While the original 1980s Amiga port was often criticized for poor graphics and lackluster performance, this new AGA edition which also features music by n09, aims to leverage the advanced chipset to deliver a much more faithful recreation of the arcade original.

  • This project follows JOTD’s successful track record of high-quality Amiga conversions, including recent releases like Dig Dug 2 (January 2026) and Bad Dudes vs DragonNinja. His ports are known for being "transcodes" that often use original arcade code (z80 to 68k assembly) to ensure maximum accuracy.
[UPDATE] - While the game isn't yet ready for release, JOTD has made available a beta 3 with the following changes and improvements... Fixed some glitches, 2 player controls with num keypad and more optimized code!

And that's all there is to say about this version, but once the game is finished a new article will go live to go along side this eagerly awaited Arcade like experience ;)

Links :1) Download

73 comments:

  1. How does the conversion work? Do you take the original ROM and “transcode” the code to make it compatible with the Amiga? I’d like to understand more about this kind of conversion

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    1. Look up Reassembler on youtube, He did an outrun arcade to Amiga conversion and is currently working on Sonic Megadrive to Amiga conversion.

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    2. Yes, it's is roughly the same process, except that Reassembler uses 68000 code, and here code must be converted from 6809 to 68000 first, which is no picnic.

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    3. I feel your pain, I had this on my to do list after porting Renegade but realised converting 6809 was a lot more challenging than 6502. I'm glad you've risen to this challenge instead 😁. Looking forward to the finished product.

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    4. My conversion tool supports 6809 and 6502 with equal very good quality. But there are still a lot of manual fixes to apply (stack usage, carry operations). Plus this game has 5 switchable 16kb banks, 4 of which containing code so if not handled properly it becomes a nightmare. And there's an additional MCU for coord conversion, which means another ROM, and cpu communication/shared memory to emulate. Fun!

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    5. Cool, I think if I was to convert another game to the Amiga I'll go down your route and create some automation tools for the code (I made some for the gfx). I did Renegade code by hand and it was a massive undertaking and I know both 6502 and 68000 to a reasonable level.

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    6. I'd be glad to help with the process. With games like Double Dragon, full RE & manual rewrite is just too big a job. I prefer doing more conversions, and not understanding 100% of the code, than trying to fully know how a game works. Also trying to lift enemy A.I. only is a false good idea, as the rest of the code like animations, transition screens is mundane and super-annoying to reimplement from scratch right.

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    7. Thanks for the offer. I agree, best to reuse as much code a possible and just hang the correct drawing/sound functions on top. It does always make me happy though when something first draws properly, a visual indication that things are heading in the right direction.

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    8. Excelent JOTD! Please add keyboard control also for second player which is missing .You can use numeric keypad for instance. It's easy to combine joystick like Competition Pro with the keyboard for 3 buttons.

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  2. I had the original Amiga port way back in the day, and it was pretty bad even then. A shame because the Amiga could surely have done much better.

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  3. I can’t decide whether the old Amiga port is more bad or hilarious. It’s so typical 80’s. A lot of the beat em up games had terrible controls which was always my main issue. The PC version I had on a 5 1/4 floppy disk looked far worse. Who would have known that decades later arcade perfect ports would be released not by the companies but by fans who care.

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    1. Try the Commodore 64 port.
      Then you'll have seen how bad Double Dragon conversions really were.

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  4. Amiga users, you've hit the jackpot with JOTD =)

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  5. Ahhh! Finally the conversion we always dreamed of for the Amiga (perfectly capable to do a decent job at that time already...). Glorious DD probably received the worst computer/console conversions ever in the history of arcade conversions

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  6. Óscar Jiménez7 April 2026 at 05:19

    Rest in Peace, Yoshihisa Kishimoto, creator of Double Dragon and Renegade and all its River City sequels, who just died at the age of 64. His legacy will last forever.

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  7. Congrats ! Please make an .adf version.

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  8. Finally, the definitive conversion for AMIGA!!!

    It arrives just as the creator of the original ARCADE game leaves us.
    RIP, great Yoshihisa Kishimoto, you brightened up my arcade childhood.

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  9. What an impressive job he does.

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  10. Some of you guys are taking this way off track, to the point you are attacking each other. Come on guys play nice please! Don't drag the site down. I for one have a huge respect for JOTD and every developer out there. I could never dream of creating an Amiga game let alone having the time to do so. As for AGA, atleast JOTD has hinted he might be working on an ECS version as well. So lets see what happens next :)

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  11. The Original Arcade game uses 3 buttons : punch, kick and jump. How about this amiga Version ?
    What kind of controllers with enough buttons can be used ?

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  12. it will be sega 3 button, CD32, or ... keyboard :)

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  13. You can use loads of buttons on an Amiga, Cd32 pads are a thing.

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  14. A500 was powerful enough to have perfect ports of the arcade games from the era. The problem was programmers should code the game to use Amiga's cuatom chips and all the 'tricks' that they could do. Motorola 68k was was quite weak CPU even at the time when A1000 was released. All the magic was within the custom chips which were true marvel and they were simply ahead of it's time. Games like Lionheart or Elf Mania showed how powerful OCS/ECS chipset was. The main bottleneck of the Amiga was floppy medium and RAM. 2MB of RAM and additional cartridge slot like in MSX computers would made Amiga not only better machine but it would extend the lifespan of the machine. Even Chip/Fast Memory architecture was amazing thing. Adding Fast RAM made the machine faster which was ahead of it's time again. Some people say that Amiga wasn't good computer for office work which is wrong. Hardware multitasking was outstanding on this machine and only the mai
    developers of office software didn't really understood how to use the potential. But still plenty of great offi e apps were released after the C= flop. Wordworth was pretty good WYSIWYG word processor, especially if you had 4MB of RAM and Harddrive. I had a lot of fun using it with my Star LC10 dot matrix printer. Very user friendly app and I was like 15 years old when I was using it. Still can't get over the fact that Amiga isn't the third power on the market nowadays, but thanks to emulation I still have lots of fun withplaying games and using Amiga productivoty software. Cheers. :)

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    1. Adding fast ram to an Amiga doesnt make it faster. It simply stops the slow chipram being a bottleneck. The memory bandwidth is way too low for both cpu and custom chipset, ergo the a1200 is kneecapped by default.
      Its not an Amiga thing and not "ahead of its time".
      ANY computer will be faster when not sharing memory bandwidth between cpu and graphics card/gpu.
      Its been something discussed and dealt with in the pc world since before the Amiga existed.

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  15. wrong analogy with specifically designed amiga games. A500 7MHz cannot cope with games like this (unchanged) there are just too many colors and objects on screen at the same time. Arcade hardware is merciless. But with some fastmem, mild acceleration and AGA, more things become possible.

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    1. Yes they can, arcade games are notorious for having very inefficient color choices. Not having a proper artist and direction makes all the difference.

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    2. Of course a decent port of DD is possible on OCS. But JOTD is doing a transcode - not rewriting the entire game with OCS in mind.

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    3. Even with transcode one could have an artist to reduce the colors to 16 or whatever.

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    4. Agree.Even A500 is good enough to run decent port of DD at 50 fps in 16 well choiced colours. The original Amiga Double Dragon version is good for joke purposes only.

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    5. it's delusional to think that it's possible to reduce 256+ colors (with dynamically changing palettes several times per level) to 16 colors and maintain good visuals all throughout the game. My plan is rather 1) stick to 1 palette per enemy and 2) use EHB to provide a second palette. That way, a 32/EHB color version is maybe possible.

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  16. ECS DD can be done. Just not on A500/68000/1MB

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  17. Seems the dream comes true in this case.The most proper port of Double Dragon ever not only proper Amiga version of it. If the sound in this latest video is the real Paula output with no channel intermissions , then i'm pretty amazed. I'f not, maybe i can tell how to do the sound arcade perfect on the Amiga.

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    1. yes, that's the real (emulated) paula. No added music or such. It's using 2 or 3 channels, leaving room for sfx.

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  18. Would it be possible to smoothly fade the palette change across multiple frames?

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    1. this is a complex issue, as the transition phases use part of both level tiles. The palette changes constantly, but here the problem is that the colors are quantized down to 64 colors for backgrounds, against 128 colors in the real hardware. Using the actual palette dynamically is not possible.

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  19. Past Masters of the Sou-Sestu-Ken19 April 2026 at 20:14

    Now the fact is that old gamers mostly want to be surprised by these kind of works, even knowing the stringent limits of their beloved machine.
    Mostly with the same intent, the elder programmer tailors the visual appeal and feedback of original code by squeezing every bit of the custom video/audio chips on duty, surpassing sometimes the archetypes in surprising ways, with a dedicated sprite redrawing, a modified palette or a custom soundtrack (take as an example the exceptional tracks realised by the Follins on Amiga Sly Spy conversion).
    As you all know by consulting these pages, those kind of "miracles" already exist. But it seems this is not the case, as in the coder's explicit intentions.
    This will be a fairly competent adaptation of the original code running on enough powerful machines, even surpassing the limits of the original board/gameplay, by removing the infamous slowdowns that often plagued ingame action, and so granting us hours of mildly modulated martial mayhem.
    An ocs/1mb version is another story, yet to be told.
    Obviously, we hope all the best, because is there that true challenge is found and old expectations fulfilled ;)

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  20. Past Masters of the Sou-Sestu-Ken20 April 2026 at 12:25

    Just noticed a small amount of slowdown is still there, in two players session. But ... er ... for the sake of an authentic arcade experience !

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    1. lol I wish it was the reason :) I hope most of the slowdowns will be fixed in the future

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  21. Great to see the original DD get a nice release on the Amiga. I am hoping for some remixes for the tracks as there are some great ones out there. When I think of DD I always think of the music and the sequel too.

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  22. I remember playing Double Dragon on A500, the version which came out in 1989. It was still fun with 2 players, but the game had pretty awful controls, and fighting felt stiff and slow. Scrolling was not smooth. Still, picking up a baseball bat, and slashing at enemies was great fun.. nothing like this was available on the C64, which I owned before the A500.

    But yeah, quality is quality, these days nobody should be satisfied with poor old Amiga ports, and instead demand better, and enjoy those new games which are now made. Like this version of Double Dragon. It's certainly not bad, even compared to modern 3D games really. Best games were made in the 80's and 90's, and AGA makes possible the better quality that OCS/ECS can't do (more memory, better sprites and more colors).

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  23. Nice work JOTD.

    The more I learn about the Amiga, the more I realise how just constrained the hardware was compared say to that of the Sega Mega Drive, particularly in terms of game development.

    Devs back then had to use every trick in the book to get things to look good. That being said European developers were often used to such constraints coming from platforms such as the Spectrum and C64.

    An OCS 1mb conversion in this style is possible, but the whole engine would have to be built from the ground up in assembly, the sprites and backgrounds would need significant editing by someone who is an expert in color theory and really at the point you'd only be lifting the AI and parts of the game logic. It would be no mean feat and probably take few years to complete.

    JOTD's process across AGA is much quicker! 😉

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    1. first, let me say that the game engine is 100% assembly. The code is on github. You cannot possibly squeeze all the frames of the games not even mentioning the music into 1MB. You can adapt the game but it's not going to have all characters & moves. I'll try an ECS 32 color version I'm eager to see what it's going to be like.

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  24. I'm able to get to level 5 and then the background goes completely black and it's impossible to progress. Pretty good all round so far. It does need optimising as there's lots of slow down even with a fast cpu in spots, seems to run fairly well on an 030 or 040, slightly more buggy when using the 040 for some reason.

    It crashed on me when you jump from the ledge at the beginning of stage 4. If you fall however, it lets you continue on. There are some strange spots where it pauses and the color palette shifts. Not sure how that will be solved, but it sort of breaks the fourth wall in the experience a little, but it could be worse I guess. Apart from the odd bit of glitching with moving doors and some flickering occasionally it looks near arcade perfect. I suspect this has had a small amount of color reduction, but it's hard to tell.

    Nice work. Can't wait to play level 5.

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  25. I wish to stress that AGA/OCS or whatever, the job is massively impressive to my eyes. It reproduces quasi perfectly the arcade feeling and gameplay and that's all that counts for me. Great big up to the team, I have preordered the A1200 especially to have a modern Amiga to precisely play all those new games/ports today.

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  26. Great work JOTD. Please just ignore comments from people that over estimate certain Amiga configurations, there is no beginning or end.

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    1. I know but I just can't help it. I'm really hoping to get a decent ECS version.

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  27. WHDLoad only ? The amiga version could work from a simple floppy disk.

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    1. the amiga version was also crap. The size of the data is currently 3MB. Won't fit on less than 4 disks.

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  28. I'm really pleased with this latest port of JOTD, but I'd be even happier if they released an ECS version.

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    1. it's been worked on. I'm not too happy about the color reduction at this point.

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  29. Over and over, another dream come true from the wizard JOTD! Thanks for all you do to keep the Amiga alive and relevant!

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  30. I guess I might as well bin my version I was working on now :D

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    1. Not at all, if it is something you want to do. How were you doing it with the scorpian engine or assembler?

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    2. If you can still keep the requirements lower than JOTD's version, you should definitely go on with it!

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    3. I feel that's the 2nd time you've had to say that recently. Just combine your efforts into a Sonic / DD crossover game! :)

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    4. Hahah, no JOTD will make a solid AGA version. I was toying with the idea of making mine 16 colours and keeping it ocs/ecs, so I think there's a worthwhile endeavour as I already have the first level and character palettes organised in that regard when doing my experiments.

      I might colab with BasementApe on a version like his Rastan remake. We shall see what happens.

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  31. why not an adf version? Not everyone uses that whdload

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    1. If you want ADF,maybe wait for the OCS version as pobably everyone who uses A1200 bought the IDE CF card converter for less then 30 Eur including CF card. That means Whdload which is the new standard for A1200 instead of ADF.

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    2. maybe just use the provided version and be happy? I don't understand this need (especially for Amiga users) to be spoon fed everything

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  32. Incredible work, JOTD. The transcode approach — converting 6809 to 68000 — is a serious technical undertaking, and the results speak for themselves. The arcade colors and Paula audio output on AGA are genuinely impressive. Really looking forward to seeing the ECS version take shape too.

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  33. I would normally agree and my smaller ports always come also as ADF, but here the game data is huge and fastmem is required anyway. whdload is just a way to make things simpler to load stuff from hard drive. BTW noone forces you to play this game.

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  34. .... "Only WHDLoad makes it possible" ?

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  35. Im playing in Coin-Operator during '80 years !!!
    Good beat'em'up !

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  36. Past Masters of the Sou-Sestu-Ken28 April 2026 at 14:23

    We tried to warn about these troubled times waaay long ago, with far too whimsical words of wisdom but the message was ... uh ... lost in the sands of time ;)
    At least nowadays an ecs version seems to be on the way, for the delight of those who dared to endure in their beliefs.
    The others should enjoy the present, but without being afraid of the future, for its seeds are about to sprout in a tiny square pot (or many) of 880k

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  37. it's not difficult, it's just so much easier and stable with whdload. I'm sure that if I do the hard drive loading thing someone will complain that it locks up on their machine because the background OS doing something unpredicted. Maybe it will happen. You'll have to boot without startup to have enough chipmem, disable all commodities and crap... like in the old days.

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  38. @JOTD Can’t wait to try this on!! Really great work JOTD! Amazing that we finally get an arcade perfect Amiga version! I never imagined that. Thank you for doing this!

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  39. Cant wait for this JOTD when is the official release?

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  40. Excelent work JOTD! Please add keyboard control also for 2nd player which is missing.The combination of keyboard with joystick like competition Pro works well (keys and joystick) but only first player has this possibility.Thanx!

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  41. there was a really nice A500 version of DD a while back, you can still find it on YT. Id didnt see the light of day but it was incredibly close the to the arcade. So.. it can be done.

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  42. The A500 port was done by a guy called Mark Day. Just found it again on YT. Definately worth lookin up, although its a dead project now.

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  43. was it a full port or just the first level? share url so we can check by ourselves. BTW one of the reason so many projects die and mine end up completed is that I'm not recoding everything from scratch. Original code/logic drives me. Great advantage.

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  44. Hello Amiga friends! I have recorded a video too. Sorry only in german. Here you go: https://www.youtube.com/watch?v=6VRN4Bk0bxA

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