The legend that is JOTD, who has done many conversions such as Double Dragon, Ghosts'n Goblins, and Xevious, is bringing Capcom’s classic vertical shooter Commando to the Amiga as an enhanced AGA edition. The upcoming conversion leverages the Advanced Graphics Architecture of the Amiga 1200 and 4000, hopefully bringing an arcade-faithful experience that aims to surpass previous home ports. While Elite Systems originally released a well-received ECS/OCS port for the platform back in 1989. JOTD has acknowledged that the classic Elite version remains a quality conversion, noting that the architecture of the game wasn't overly complex to adapt, making an upgraded, arcade-accurate AGA version an enticing challenge he couldn't pass up.
The prominent developer, renowned for high-quality arcade-to-Amiga transcodes like Double Dragon and Ghosts'n Goblins, revealed that this project marks a return to his specialized porting techniques. JOTD explained that he selected Commando specifically to kickstart his Z80 assembly-to-68000 binary conversion efforts again, utilizing the project to fine-tune and perfect his custom-built code translation tools. Just beware however, that JOTD has stated that the conversion is still in its early stages. The current software framework has visual glitches and some bugs, but early previews successfully convey the definitive direction and high potential of the final release.
[UPDATE] Great news for a Saturday as JOTD has released another downloadable build with the following being said " Playable version available (whdload/HD only)! New fixes include blocked paths and buggy scrolling titles, optimizations, awesome albeit incomplete music by IM76, and second button usage for grenade throws. Just be aware there's missing end level music, highscores are not saved, sprites disappear too soon on the bottom and sometimes missing sprites (palm trees) in the center.
Extra Info :
- I needed a simple yet properly coded & reversed game to test my new Z80 converter. Game was disassembled by Scott Tunstall (who also did a few other Z80 ones and which helped me a lot). It was incomplete and I completed it a little bit to be able to convert the code.
- I wanted to do that game not because I like it (I never played it in the arcades, or even on amiga), also not because the amiga conversion is bad (it is awesome for OCS) but it seemed fun and doable, with a hardware close from Ghosts'N'Goblins. Capcom code has good quality like Konami & Sega but unlike Namco shit, so it seemed easier to do that starting with DigDug or others."
And that's all there is to say, so for now check out the beta below
Links 1) Download 2) Discussion

great stuff
ReplyDeleteLooks great already! Looking forward to play again that absolute classic!
ReplyDeleteNice! Looking forward to try it out.
ReplyDeletedemo out!
DeleteI was never any good at this game but I will absolutely try this game on the Amiga.
ReplyDeleteThanks JOTD.
Here is https://store.steampowered.com/app/4665390/Wolf_Commando/
ReplyDeleteI always wonder, if you're releasing a game with the same name if you'll get in trouble? I am working on Lupo Jr. which is a tribute to Lupo Alberto I was just curious. Thanks RCMAN
ReplyDeleteNEW BETA :)
ReplyDeletethe original Amiga 500 port was so good back in the day that I thought it was arcade accurate! This is another arcade perfect game from JOTD. I have my fingers crossed for Bosconian JOTD!!! That's a game that never had a port on the Amiga and it would shine on Amiga. I sure wish JOTD was doing this back in the day even though most of his perfect ports wouldn't run on my beloved Amiga 500.
ReplyDelete