Technology Temerity

Double Dragon Reloaded Update Progress

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Controls

  • Back Kick button is removed. New button Defend replaces it.
  • Punch and Kick are renamed “Attack A” and “Attack B” as their functions differ depending on which Lee brother is used.

New Moves

  • Block.
  • Run.
  • Somersault Throw.
  • Somersault Kick.
  • Backdrop Finisher.
  • Hyper Uppercut.
  • Hyper Knee.
  • Dragon’s Tail Kick (Double team jump kick).
  • Double Dragon Hurricane Kick (Double team Hurricane Kick).
  • Rear Backhand Strike (w/sticks).
  • TKD Kick.
  • TKD Finisher.
  • Knee Thrust.
  • Middle kick (Grab finisher).
  • Roundhouse Kick finisher.

 

Modified Moves

  • Hurricane kick now requires timing with apex of jump as in the original arcade DDII, but is also more powerful.
  • Stick combo is now a faster four step combo with all unique animations, and hit per button press. Take away Chin’s Kali sticks and show him how it’s done!
  • Second strike with chains and whips now has a unique animation.
  • Off wall kick has new animation.

Stages

  • All
    • Updated music to Double Dragon Neon tracks with offsets & loops.
  • Stage 1 (City)
    • Separated background.
      • Path
      • Bush
      • City
      • Sky
    • Upgrade to .png assets. ~73kb vs. ~279kb
  • State 3A (Rooftops)
    • Bridge is now a metallic grate – scenery visible through the bottom
    • Separated background.
      • Path
      • Forrest
      • City
      • Mountains
      • Clouds
      • Sky
    • Upgrade to .png assets. ~136kb vs. ~718kb
  • Stage 3 (Forrest)
    • Separated background.
      • Path
      • Trees
      • Field
      • Mountains
      • Clouds (Clouds consist of four independent layers auto scrolling at different rates to simulate real flowing cloud cover)
      • Sky
    • Upgrade to .png assets. ~166kb vs ~615kb
  • Stage 4 (Invade the enemy base!)
    • Separated background.
      • Path
      • Tree (black)
      • Trees (blue)
      • Sky
    • Upgrade to .png assets. ~322kb vs. ~1478kb

Technical

  • Where possible, rework some scripts with #import rather than #include. This is a huge memory saver.
  • Refine billkey.c with marcos and bitwise operators.
  • Jump animations simplified.
    • Jump animations formerly included multiple identical frames to control the timing for cancels. These have been replaced by velocity evaluation in keyscripts. The extra frames are removed.
  • Eliminate unneeded resources
    • Billy’s weapon sprites that were identical to unarmed version. References in weapon texts switched to the unarmed sprite. Note that small item weapon sprites were unique, but unnecessary and were also eliminated. Small items are normally in the far hand while walking and would be completely hidden from view – the armed versions magically switch item to near hand. Makes more sense to simply use the unarmed sprites.
      • Bomb
        • aaaa5
        • aaaa55
        • aaaa6
        • bk0
        • bk4
        • bkick1
        • climb2
        • J00
        • J0
        • Jk2
        • kna4
        • kna5
        • wu1
        • wu2
        • wu3
        • wu4
      • Chain
        • bk0
        • bkick1
        • climb2
        • climb3
        • climb4
        • climb5
        • jk2
        • pain1
        • wu1
        • wu1
        • wu3
        • wu4
      • Dynamite
        • bk0
        • bk4
        • bkick1
        • kna4
        • kna5
        • pain1
        • Knife
        • bkick1
        • bk4
        • kna4
        • kna5
        • wu1
        • wu2
        • wu3
        • wu4
      • knife
        • wu1
        • wu2
        • wu3
        • wu4
      • Whip
        • bkick1
        • wu1
        • wu2
        • wu3
        • wu4
      • All throwing sprites for heavy objects.

 

 

Author: Damon Caskey

Hello all, Damon Caskey here - the esteemed owner of this little slice of cyberspace. Welcome!

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