Double Dragon Reloaded Alternate

Complete Double Dragon Reloaded alternate - Updated version! 5.1.1

No permission to download
Project is completed.
I Tried almost EVERY OPENBOR versions but still didint work! Can't you please give me advice of version that could work on PSP ???

It won't play on PSP, and it isn't meant to, full stop. The module requires more memory than the PSP can muster and was made on versions that came after we dropped PSP support.

DC
 
Best Double Dragon i ever played,Praise from the East of the world.
Could you please tell me how Willy shoots? thks
 
Attention:

Resuming SOME development on this abandoned project.

Changes so far (completed):
-Cleaned up attract screen (to play like a bonafide arcade game, with cheesy touches, like the "Don't Do Drugs splash page", etc)
- Re-titled this to "Double Dragons" (adding the "S")
-The Kunio sub-boss doesn't arrive until the forest level. I replaced his appearance on Level 2b elevator with a Jeff variant)
-Changed Green Mibobo pants to purple. I always took his appearance in the original arcade game as a Hulk joke. So changed his pants to the iconic color to finish the joke.
-NEW enemy! The kikucho samurai from DDadvance now makes an appearance as a NEW boss. He's a faster more lethal version of his original version. We only see him again in the final level as a mook in the final battle along with the other mooks.
-Adore also appears one last time at the end of level 5.
-Changed around some HP for enemies, and small tweaks here and there for power and the such. Blink and you miss it kinda stuff.
-The black Linda makes an appearance at the beginning of the final level 5, replaced one of the others with her.
-Removed the arrange mode. I like the original music and staying with the rules of the original vibe and style of the game as much as possible.

Planned changes (incomplete):
-I wanted to extend the forest/mountain level. After the battle with the Green Mibobo I wanted the heroes to enter the cave, and then we would have a CAVE LEVEL, that would feature the remixed iconic cave music from the NES version, and that level would basically be a cave full of Abobos. That level would end with the Kikucho as the NEW boss, and upon his defeat we would return to the second half of the original forest/mountain level and complete it. The idea there is that basically you go THROUGH the mountain until you reach the other end.
-->Wish list: Would be cool if as an obstacle/threat there were falling stalagmites, but I have no idea how to do that. If anyone is interested in helping with that, I'm all for it! So hit me up.
-I wanted to replace Sonny as a playable character with a playable version of the green Jeff

If this game still has interest here, please feel free to offer suggestions for fun. I'm down with collaborating and I will do my best to accommodate.

Also, I am open to help or assistance from anyone in the community if anyone is interested, and if it should be appropriate here to put that out here.

GOAL: This is just a modest fork on the game. With mostly cosmetic changes and a few personal changes to suit my tastes and preferences. I'm not doing a re-write here, so think of this a polishing up of the game, and a tidying up of sorts, to make the game a little more fun, a little more challenging.
 
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Wow! RIP the creator of the Double Dragon series and other iconic games.

I will include a tribute in my fork here, and maybe some fun updates that are already finished. Been busy as a bee here, so hmu if you are interested. Coincidentally, my fork is very much an homage (if not a shrine) paying mad respect to this man's legacy and the game itself.

Posting for interest.
 
I played many times Double Dragon Alternate, and i must say, it's the best adaptation ever.
I'm growing impatient to get some Updates of this great game :)
R.I.P Yoshihisa Kishimoto it's so soon, 64 years old only... OMG 😭
 
I played many times Double Dragon Alternate, and i must say, it's the best adaptation ever.
I'm growing impatient to get some Updates of this great game :)
R.I.P Yoshihisa Kishimoto it's so soon, 64 years old only... OMG 😭
Right on. Yeah, his work is tops here in my book.

P.S. I think given the direction I'm going with, the additions I have made, and some personal QOL changes IMAO (and some extra enemies and extended levels here I've included) this fork will (at least) feel like an update of sorts. Will keep you posted!
 
UPDATE: I've made some modest tweaks to the behavior of the enemies.

I noticed in most cases the "anim upper" code was either removed from most enemies at some point or never fully shared with them all.

So by restoring it to ALL enemies and increasing some values here and there, at least the enemies are less robot-like, less-zombie like.
At the moment, they are acting more like their old cheap, quarter-munching a-hole selves from the arcade games. That may be a matter of preference, but I liked the lethality of the original games.

The enemies are still IMHO too vulnerable to running attacks.

So I tried to merge a script from a demo suggested by a veteran, and talented seasoned code here:
See--

void main()
{// Dodges runattack
// Only performed if enemy is in IDLE or WALK
// When he/she dodges, he/she will perform FOLLOW1 animation
void self = getlocalvar("self"); //Get calling entity.
void Anim = getentityproperty(self, "animationID");
if(Anim == openborconstant("ANI_IDLE") || Anim == openborconstant("ANI_WALK")){
void target = findtarget(self);
void EAnim = getentityproperty(target, "animationID");
if(EAnim == openborconstant("ANI_RUNATTACK") || EAnim == openborconstant("ANI_JUMPATTACK") || EAnim == openborconstant("ANI_JUMPATTACK2") || EAnim == openborconstant("ANI_RUNJUMPATTACK")){
changeopenborvariant("lasthitc", 0);
changeentityproperty(self, "velocity", 0, 0);
performattack(self, openborconstant("ANI_FOLLOW1"));
}
}
}
If you compare to the main script below, where I added this code, you will get an idea of how I approached this. BUT it just caused the game to crash despite making changes consistently across the board that SHOULD work in theory?

Bloodbane, if you see this, I would love the help! Thanx again.
 

Attachments

BUT it just caused the game to crash despite making changes consistently across the board that SHOULD work in theory?

Hard to say without required information.
First, how exactly did you copy that script from Sailor Moon demo?
Second, how did you apply the script to enemies in this game?
Third, what did the log say after the crash?
 
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First, how exactly did you copy that script from Sailor Moon demo?
All the enemy behavior is in the main file ani0020_actual.


So, for staters... literally, at the end of that script (that is attached above) I added the code from the script used by the sailor moon demo, from a boss called "Pino":

void main()
{// Dodges runattack
// Only performed if enemy is in IDLE or WALK
// When he/she dodges, he/she will perform FOLLOW1 animation
void self = getlocalvar("self"); //Get calling entity.
void Anim = getentityproperty(self, "animationID");
if(Anim == openborconstant("ANI_IDLE") || Anim == openborconstant("ANI_WALK")){
void target = findtarget(self);
void EAnim = getentityproperty(target, "animationID");
if(EAnim == openborconstant("ANI_RUNATTACK") || EAnim == openborconstant("ANI_JUMPATTACK") || EAnim == openborconstant("ANI_JUMPATTACK2") || EAnim == openborconstant("ANI_RUNJUMPATTACK")){
changeopenborvariant("lasthitc", 0);
changeentityproperty(self, "velocity", 0, 0);
performattack(self, openborconstant("ANI_FOLLOW1"));
}
}
}

Then I went into the script for the enemy Roper.txt and added an evade animation, copying code from the enemy Pino.txt file, and changing it so it pointed at the necessary animations files/pics.

Third, what did the log say after the crash?

The log said, can't load "Roper". So, openbor.exe didn't seem to like that.
 
For fun, sharing my progress with a bit of teaser:

Reworked the WIP select screen.

Again, my goal with my fork is to make the game feel like it came from the era it was made, which would've handled a select screen in a cruder fashion IMHO:
select.gif

Also, the title screen gives you a sense of where this is going:
title.gif

The joke there is that this is a 'what-if' game. Imagine if TAITO wanted to give CAPCOM a run for this money around the time that Final Fight came out SO they do a re-release of the first two double dragon games in their arranged form, much as was done with DDra. There is precedence for this as back in the day they released sublime masterpiece classic "Mat Mania" and later a Championship edition of sorts called "Mania Challenge."

Some new enemies:

The Samurai from DDA as a new boss.
map1.gif

A Ninja, the unused sprites from DD2 t-16 edition:
alter3.gif

The shadow bosses Billy & Jimmy from DD2, found in an extended cave level I'm introducing:
map1.gifmap2.gif

Bigfoot, as an Easter game cameo enemy/subboss. I like that DD 1987 had some funny pop-culture Easter egg jokes in it. Like the Bill Bixby Hulk. Andre The Giant once played Bigfoot in a show from that era as well, in "Six Million Dollar Man", so I decided for fun to include it.
map0.gif

More levels, some more Easter eggs in form of minor sprite changes to some of the levels that includes a bit more of the DD 1 & 2 lore. Will share more stuff for fun as I get closer to completion. About 3/4 finished with my fork. Sharing this for fun here, etc. etc.
 
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