SplatterHouse has reached Amiga AGA with separate A1200, WHDLoad and CD32 downloads. Dimitris Giannakis, known as Modern Vintage Gamer, released version 1.0 of SplatterHouse: A1200 Edition on 23rd October 2026, adapting the PC Engine version of Namco’s horror action game.
The release includes all seven stages, their bosses, music and sound effects, following Rick’s journey through a creature-filled mansion to rescue Jennifer. Japanese and USA presentation options accompany a newly arranged ProTracker soundtrack.
The standard A1200 edition needs an AGA-equipped Amiga with a 68020 processor or better and 2 MB of Chip RAM. Fast RAM is optional for this hard-drive version. Its LHA download is listed at 30 MB. The port supports a one-button joystick, a two-button gamepad and a CD32 controller, alongside keyboard input.
The WHDLoad edition is a separate 30 MB package. It requires 2 MB of Chip RAM, 4 MB of Fast RAM and WHDLoad 17 or later. Users also need their own A1200 Kickstart image and matching RTB file.
For CD32 owners, the release page specifies a stock console with 2 MB of Chip RAM. The CD32 package is substantially larger at 709 MB and includes extra CD audio, with PC Engine music selected by default.
Music is one of the clearest differences between the editions. The CD32 version offers arcade CD audio, PC Engine music rendered as CD audio and the new ProTracker arrangements. The developer also lists bonus CDDA music for WHDLoad use.
The ProTracker soundtrack uses all four Amiga audio channels. Sound effects take priority over their assigned channel for the duration of each effect. The release credits Frank Wille’s PTPlayer 6.4 for playback, with Blueberry’s Shrinkler used to compress the executable.
Rebuilding the PC Engine game for AGA
MVG describes reverse-engineering the game into portable C, then converting its backgrounds, sprite sheets, palettes, interface elements and animation data into Amiga formats. The release was built with Bartman and Abyss’s amiga-debug toolchain.
The conversion uses Dual Playfield mode to separate scrolling backgrounds from foreground objects. Hardware sprites draw Rick and selected parts of larger characters, while the blitter draws most enemies and effects using bitmap masks. Copper lists change palette entries at particular screen positions, including the interface bands.
Double buffering and restoration of changed screen regions prepare the next image while the current one remains on display. MVG notes some palette approximations, so the conversion does not reproduce every PC Engine colour exactly.
The developer lists automatic PAL and NTSC detection, plus a manual 50/60fps option. An integer timing accumulator schedules gameplay updates independently of screen presentation, with the aim of keeping the game’s speed consistent across both display standards.
All three version 1.0 packages are available from the creator’s SplatterHouse AGA download page on a name-your-own-price basis.