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Hack Project Thread (Galaxian Arcade, Double Dragon, Xenophobe, etc.)

Arcade Hacks Pac-Man Double Dragon Galaxian Tomb Raider Adventure Xenophobe Commando Rampage!

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#1 KevinMos3 OFFLINE  

KevinMos3

    Stargunner

  • 1,463 posts
  • Founder of the Timothy Dalton as Bond fan club
  • Location:Behind YOU!

Posted Tue Dec 15, 2009 8:53 PM

 As long as I can edit this post, it will include any of my future hack projects alphabetically to avoid clutter and simplify finding them.
NOTICE: If anyone wants AA to make a cartridge of these, feel free; you don't need my permission. They are hacks and as such, I hold no rights to the software. However, if you do want to make a cart, please contact me in case I have a newer version than what's uploaded. 
Adventure
Long-Term "Mystery" Project
Adventure Enhanced Cart2.jpg
I was hesitant to post about this because it's going to be a very long project due to my lack of time to work on it. I know there are already several great Adventure hacks and I didn't want to clutter the list. However, I decided to go ahead and share this teaser because it is at least a completely playable hack. At the moment, this is just a graphically enhanced hack of Adventure with a couple extra features, but the groundwork has been laid and it should give you an idea of where I want to go with this. icon_wink.gif

It uses Nukey Shay's new kernel which is just awesome. I borrowed the bat from one of Espire8's hacks. I think it's pretty clear what inspired the castle and the dragon sprites. One of the members here has been very helpful and patient with many questions I've had. I won't mention names yet, because I don't want to draw them into this at such an early stage, but once I'm further along I will give full credit and thanks that are due to anyone and everyone who helps & has helped along the way.

Below are screenshots of some of the changes:
ADV Yellow Castle.png
Click the button for more:

Spoiler

Minor update to avoid overlapping the playfield with the Warren Robinett easter egg text. No other changes:
Attached File  Adventure Enhanced.bin   8KB   580 downloads

Previous version:
Spoiler
Cart Labels:
Spoiler

 

Boxing
Color Edit

I always wanted a blue boxing ring, so here it is. In one version the players are Red & Blue, in the other they have Skin tones.
Boxing (Red vs Blue).png Boxing (Skins).png
Zip file includes 3 versions: "Red vs Blue", "Skins", & "Blue Ring".
Attached File  Boxing Hacks.zip   5.53KB   459 downloads
 

Buck Rogers: Planet of Zoom
Sprite Edit

The player ship has been edited to more closely resemble the arcade version. The saucer enemies look more like saucers and the gates look a little more like other versions of the game. No colors have been changed in this one. A good screenshot is difficult to obtain because of the way sprites warp, but it looks much better on actual hardware.
Buck Rogers.png
Attached File  Buck Rogers.bin   8KB   435 downloads
 

Cabbage Patch Kids: Adventures in the Park
Sprite & Color Edit

This has got to be one of the best games never released. The author really did a great job with the graphics, gameplay, and sound (yes, even music). I imagine I would have spent a lot of time playing this as a kid. I loved these multi-screen games like Smurf, Pitfall II, H.E.R.O., etc. Anyway, I recently played some older versions of this prototype and it got me wanting to tweak a few things -- so here we go:

As I said, the game is already really good, so I looked for ways to polish it a bit, maybe as if it had been released.

  • Player colors made more like an earlier version. I can now clearly tell that it's a girl with pigtails
  • Many more color tweaks -- too many to list
  • Various graphics cleaned up a bit (Trees and, most notably, the grass)

Also, it seems the original game was Athletic Land for the MSX, and Konami used it to add the Cabbage Patch Kids license, which is what made it to the Coleco and almost Atari. So, the zip file now contains Cabbage Patch Kids and an Athletic Land version:

 

Cabbage_Patch-Athletic_Land.png
Attached File  Athletic Land - Cabbage Patch Kids.zip   17.38KB   296 downloads
 

Previous version:

Spoiler

Cart Label:
Spoiler

 

Commando
Sprite & Color Edit

I've always loved Commando on the 2600. Maybe it was because I had never seen the arcade version when I first played this, but to me, it had great graphics and was fun to play so I would show it off to my friends (who were playing Nintendo at the time). Anyway, as great as I thought it was, there were just a couple of things I wished were different. I thought the player/enemy sprites leaned back too much instead of having a more aggressive stance, I wished the bridges in levels 2 & 3 were gray instead of orange & blue.
So... here's what I ended up with:

  • Player/enemy sprites changed (adapted the 7800 version sprite to this)
  • Enemy color changed to gray to match the arcade
  • Fertilized those mounds in level 1 so now green "grass" grows on top
  • Sandbag barriers now tan instead of green
  • Grenade boxes now green instead of purple
  • Extra lives sprite edited
  • Orange and blue bridges in levels 2 and 3 changed to gray
  • Green of level 2 / 4 changed to be a little less bright
  • Ground of level 3 darkened a bit
  • Detail (shading) added to fortresses
  • Minor palm tree update for v2: color table error present in original ROM corrected and coconuts darkened. See screenshots.

Commando S1.png Commando Airborne!.png
Be sure to unzip the file as it contains 2 variations -- first the standard...
Attached File  Commando v2.zip   11.55KB   448 downloads
...and of course an "Airborne!" version. icon_wink.gif

 

Here's a version with the player as Rambo!:

Rambo.png
Attached File  Rambo.bin   16KB   276 downloads
 

Older Version:

Spoiler

 

Double Dragon: Arcade Style
Sprite & Color & Gameplay Edit
Double Dragon NES label mockup.jpg
***New Version!!!***

Seeing some sprites by CDS Games inspired me to rework the player/enemy sprites.  Here is Release Candidate 4, also compatible with the Flashback Portable (RC3 is not).  See the Cast of Characters image below for new sprites.

RC4d - Jan 16, 2017

Attached File  Double Dragon Arcade (RC4d).bin   16KB   57 downloads

 

Here is the older Release Candidate 3. I'm leaving this here because it contains an assembly file and trained versions not yet packaged with RC4.
Zip file contains standard version, trained version (thanks to Nukey Shay), 2-button versions, & assembly file.
Attached File  Double Dragon Arcade (RC3 pack).zip   109.08KB   486 downloads

Click "Show" button for older versions:

Spoiler


Here is the cast of characters, old and new (Updated for RC4d):

DD_Cast_of_Characters Arcade Compare.png  Color Pallet.png

 

And here are maps of all screens so you can see what's been done. These are new (Sun Sep 09, 2012) updated to reflect changes in RC3.

Note: The forum software is preventing the maps from uploading correctly. It is downsizing the images so they are no longer full-size.
Double Dragon (Mission 1) short new.png : Mission 1
Double Dragon (Mission 2) short new.png : Mission 2
Double Dragon (Mission 3) short new.png : Mission 3
Double Dragon (Mission 3B) short new.png : Mission 3B
Double Dragon (Mission 4) short new.png : Mission 4

Latest changes:
Major color overhaul for several screens. The sunsets are more like the arcade colors. Combined with other color changes, these screens are now some of the nicest in the game.
Replaced mountains with city skyline in the 2nd screen of Mission 3 (with long brick wall). This gives a nice transition from outskirts of the city to the woods.
Sprite & color edits for everyone to make them look more like the arcade and/or general improvement. Ex: Abobo's walk has been completely redone. I feel he is much more fluid and his walk resembles the arcade more.
New punch, kick, bat-swing sprites as well as new hit & knockdown sprites: most characters hunch forward when hit. Abobo and Shadow Boss turn their heads in addition to previous animation. No change for Linda hit sprite.
Font more like arcade font.
Graphical changes are probably finished, but I'm not yet satisfied with Mission 2.
Yet to do: adjust music volume, add pause feature, title screen.

Explanation:

Spoiler

Cart Labels:
Spoiler

Goofing Off:
Spoiler

 

Dragster
Color Edit

I always liked Dragster, but thought it might look better with more realistic colors. Here's the result of about 5 minutes of tinkering:
Dragster.bin.png
Attached File  Dragster.zip   1.71KB   347 downloads

I merged some of Atarius Maximus' Drag Race hack into the source & edited the car to come up with this:
Drag Race BLUE.png Drag Race RED.png
Attached File  Drag Race.zip   3.43KB   419 downloads
Zip file contains Blue and Red versions.
 

Dukes of Hazzard
Color Edit
Dukes Cart.jpg
I wasn't going to upload this but I figured someone might like it. The Duke boys hardly ever drove on asphalt unless they were going into town. So... in this hack, they now drive on dirt roads. I thought Daisy looked kinda like a mermaid with the green pants, so I put her in her famous Daisy Dukes. The General Lee is slightly more orange instead of RED. Last and definitely least, Boss Hogg's face is now flesh tone instead of gray.

Dukes of Hazzard v2.png
Attached File  Dukes of Hazzard.bin   16KB   365 downloads
Cart Labels:
Spoiler

 

Electric Yo-Yo!
Title Screen Edit

I simply hacked the title screen of Elk Attack to say Electric Yo-Yo! as it may have looked had the game been completed for release.
Electric Yo-Yo.png
Attached File  Electric Yo-Yo.zip   4.97KB   426 downloads
 

Front Line
Sprite & Color Edit

Front Line is a great game, but I wasn't satisfied with the player sprite. The arcade player has a boogie walk, so I tried several variations and settled on this one. There's not a whole lot you can do with the sprite, but here's my best effort at making the player look a bit more like the arcade. If you don't like it, blame it on the boogie. icon_wink.gif Also made a few other minor color changes.

  • Changed the background at the beginning from gray to orange/brown
  • Minor color changes to desert area, cacti, and rocks
  • Changed colors of brick barriers
  • Changed colors of title screen to imitate arcade

Front Line Arcade.png Front Line Arcade bricks.png
Attached File  Front Line Arcade.bin   8KB   432 downloads
 

Galaxian Arcade - Expanded
Gameplay, Sprite & Color Edit
Update!

My previous upload was a simple sprite and color hack of Galaxian to make it more like the arcade. I was hoping to add 2 colors to the player's ship, but Nukey took it far beyond anything I'd hoped for. Here is his tremendous work with my sprite and color arcade interpretations:

By Nukey:

  • added startup animation and arcade-like score table
  • added multiple colors per enemy
  • added flagship sprite
  • made player ship multicolor
  • added sound when starting game
  • heightened pitch of enemy diving sound
  • added difficulty switch functionality (flip right switch to A for normal shots, B for wide shots)
  • added pause (flip color/BW switch to hide player ship, effectively pausing action)
  • added hidden bonus level
  • probably more that I can't think of at the moment

By Me:

  • all new player ship sprite
  • changed the enemy colors & sprites
  • made new enemy and player explosion animations
  • changed other colors and sprites to more closely reflect the arcade
  • removed the border (actually, I removed it from the old version, Nukey removed it from the source in this version)

For more detailed info about this hack and what's under the hood, see Nukey's thread here.

Galaxian Expanded Arcade Intro.png Galaxian Expanded Arcade.png
Be sure to unzip, as download includes stock and trained version with invincibility as well as the assembly file.
Latest Version: Attached File  Galaxian Arcade.zip   47.71KB   844 downloads

Old Version:

Spoiler

 

Galaxian Vector
Sprite & Color Edit

neotokeo2001 started a Galaxian Vector hack back in 2004 but left a few things for others to finish. I just found his thread the other day and took him up on that offer.

  • I changed the ship a little bit (the other was one pixel too tall)
  • added the new explosions from my "Arcade" hack
  • made everything green that wasn't before -- including enemy shots
  • left the original title screen logo but changed the colors to shades of green

Galaxian Vector.png
Attached File  Galaxian Vector.zip   5.27KB   499 downloads
 

Mangia'
Color Edit

This game is rather interesting, but the colors hurt my eyes. So, I made some changes to make it a little easier to look at.
Mangia.bin.png Mangia_b.bin.png
Attached File  Mangia.zip   6.04KB   274 downloads
Zip contains 2 versions as seen in screenshots above.
 

Pac-Man Arcade
Gameplay, Sprite & Color Edit

This is simply a sprite and color edit of Nukey Shay's Pac-Man Arcade Enhanced hack of Rob Kudla's hack.

  • rounded off Pac-Man and the ghosts
  • made alternate style for the frills of the ghosts
  • tweaked the ghosts' colors to more closely match the arcade
  • changed the color of the pellets to match the arcade
  • reversed direction of extra lives sprite to match arcade
  • tweaked cherry sprite to more closely imitate arcade
  • added detail to ghosts' eaten eyes

Pac-Man Arcade Enhanced.png Pac-Man Arcade Enhanced alt.png Pac-Man Arcade Enhanced eyes.png
Zip file contains 2 versions as seen in the screenshots above: one with the alternate ghost frills and one with the original frills.
Attached File  Pac-Man Arcade Enhanced.zip   11.71KB   591 downloads
 

Pete Rose Baseball
Color Edit
Pete Rose Baseball Cart3.jpg
I've always loved Pete Rose Baseball on the 7800. It's about the only Baseball game where I can win with the little patience I have to play a baseball game. The 2600 version's gameplay mechanics are pretty much identical to the 7800 and IMO is an amazing visual accomplishment, but I've never spent much time playing it. I decided to mess with it a little yesterday and one thing that stood out to me was how much more green the grass is in the 7800 version. I decided to adjust the 2600 version to my taste and made a few other color changes while I was at it.

  • Changed grass to more green color
  • Changed dirt to light brown
  • Added skin color to players faces in close view
  • Added color to bat
  • Added shading to dirt along wall in close and outfield views
  • Added a touch of shading to players' uniforms
  • Lightened blue wall and added a little more shading
  • Made outfield grass darker than close view and infield
  • Adjusted color of bases indicator at top of screen

I spent some time tweaking the colors to look just right on my TV with real hardware. However, they look too light in Stella and Z26 in my opinion, so I've included an alternate version in the zip that looks a little better in the emulators. Let me know what you think.

Attached File  Pete Rose Baseball.zip   20.11KB   456 downloads
Note: Zip file includes 2 versions.
DSCI0010 640.jpg Pete Rose Baseball (Stella).png Pete Rose Baseball.02.png Pete Rose Baseball.03.png Pete Rose Baseball.04.png
Cart Labels:

Spoiler

 

Rampage!
Sprite & Color Edit
Rampage Activision Cart1.jpg
I've always been very critical of Rampage on the 2600. I just couldn't get over the disappearing blocks when you punch a building. Due to a friend who really likes the game, I thought I'd give it another shot. I always did like the gameplay, but I decided my main issue with the game was still the buildings. I decided to try out different colors instead of "pink." Then I figured I'd see what I could do with the sprites. I got to this point and decided I really do like the game and it wasn't so much the blocks of the buildings that bothered me, but rather the pink color on some of the stages. So here's a hack with new sprites and a few new colors (no more pink!). It's probably not done, but it's good enough for now.

  • George and Lizzie share the same sprites, so I tried to come up with something suitable for both. Ralph shares these as well for certain frames.
  • George is a little more brown than before, $F2 instead of $34, and Lizzie is one shade darker to help her stand out against the buildings.
  • The color of Ralph on the selection screen now matches his color in-game.
  • No more pink buildings, but I'm not quite satisfied, so more experimenting needs to be done.
  • Helicopters are now a shade of green like the arcade instead of red. I went with a more blueish green than the arcade, just to give more color variation, since there's already so much green with Lizzie, the items, and some of the people.
  • Player sprites re-aligned to improve continuity between frames.
  • More color added to ground/sidewalk/trolley tracks/docks (see screenshot for example).
  • Some other minor color and sprite changes here and there.

Here are screenshots: Old vs New:
Rampage (1989) (Activision)_3.png Rampage v2.png
Latest Version: Attached File  Rampage v2.bin   16KB   435 downloads

Older Version:

Spoiler

Cart Labels:
Spoiler

 

Tomb Raider: Mystery of the Scarlet Dragon
Hack of Montezuma's Revenge
Tomb Raider Cart.jpg
Original hack idea by StanJr. You can read his backstory here.

I got the idea from his hack in the link above. I used a 16k Montezuma's Revenge ROM and altered the sprites and colors. Some of the sprite edits are from StanJr, some are my own. For the Lara standing and walking sprite, I used StanJr's basic appearance and adjusted it to not get stuck on doors and also to be a bit more shapely. I kept the rolling/bouncing skulls and changed the static snakes to be grinding spikes. The spiders have been changed into snakes like in StanJr's, but with slightly more movement animation. The flares are similar to StanJr's, but have been correctly animated. Of course, the Scarlet Dragon sprites have been borrowed from StanJr's because he came up with an excellent backstory for the game that I did not want to alter.

The colors have been changed for Lara, the rooms, and some items. I tried to use colors that fit the environments from the early Tomb Raider series. If anyone would like to see the sprites or colors altered/improved in some way please speak up. I'd love to hear your feedback and ideas on how to make this better!

Below are 4 variants of the hack along with some cartridge mockups and level maps:

Tomb Raider (Classic).png lara_croft_classic.png
Attached File  Tomb Raider (Classic).zip   5.92KB   597 downloads

Lara with with colors closer to the more recent games:

Tomb Raider (Modern).png lara_croft.png
Attached File  Tomb Raider (Modern).zip   5.92KB   482 downloads

Tomb Raider (Underworld).png
Attached File  Tomb Raider (Underworld).zip   5.92KB   478 downloads (This is an alternate "Modern" with some brown in the shirt and dark gray shorts)


If you want the older version with the original Montezuma colors, download the one below:

Tomb Raider (Original Colors).png
Attached File  Tomb Raider (Original Colors).zip   5.94KB   505 downloads

Level Maps:
Spoiler

Cart Label & Mockups:
Spoiler

If you would like to read my original (heavily edited) post in StanJr's thread, please look here.

Again, I'm always seeking advice and feedback. If you like something about a hack... please say so. If you don't like something about a hack... please say so. If you couldn't care less about a hack... why are you reading this? icon_razz.gif
 

Xenophobe
Sprite & Color Edit
Xenophobe Cart 1.jpg
Xenophobe on the 2600 has all the important gameplay elements, but I never understood the color choices. Here's my effort at making it look a little more like the arcade & other console versions.

  • New Xeno sprites (& raised by a pixel since they are actually out of place in the original ROM)
  • New sprites for weapons and most pickup items
  • Mothership edited to be closer to arcade version
  • Colors more visually appealing: Rooms now shades of gray, Xenos now shades of green, tweaks here and there
  • Changed number font to match arcade
  • Changed player sprite to more closely match arcade stance & walk animation
  • Made variations for alternate characters
  • Mr. M Brace
  • Mr. EEz
  • Dr. Kwak
  • Mr. Fogg
  • Dr. Zordirz
  • Col Schickn

Xenophobe Cast.png

Xenophobe.png Xenophobe Elevator.png Xenophobe Ship.png

Latest version: Attached File  Xenophobe Arcade v4 (Multi).zip   62.15KB   471 downloads
Be sure to unzip; archive contains all character variations.

Older versions:

Spoiler

Cart Labels:
Spoiler


Edited by KevinMos3, Tue Jan 17, 2017 1:14 AM.


#2 TrekMD OFFLINE  

TrekMD

    River Patroller

  • 3,183 posts
  • Location:Coral Gables, FL

Posted Tue Dec 15, 2009 11:08 PM

Nicely done. Looking forward to a binary file soon...

#3 Bentley Bear! OFFLINE  

Bentley Bear!

    Star Raider

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  • Location:Some craaazzzy castle made out of crystal maaaannn...

Posted Wed Dec 16, 2009 11:21 AM

As long as I can edit this post, I would like to include any of my future hack projects here to avoid clutter and simplify finding them. I hope moving things here was not a bad idea.
---------------------------------------------------------------------------------------------

Double Dragon: Arcade Style
Color & Sprite Edit

I started looking at Double Dragon to see what improvements could be made to make it more like the arcade. The game is already very good so there aren't many sprite alterations I care to do. However, some of the colors have always bothered me.

So far, I have only made "slight" changes to the character sprites -- not complete redraws -- because I think the official ones are pretty good already. Here is an example of the Player sprite and the Abobo sprite:



The Player only got the addition of an eye. The only other changes were the colors. Abobo on the other hand got a bit more touchup. I always thought he looked fat and even though it probably wasn't intended, he looked like he had a big belly button bouncing around. I tried to slim down his waist a bit and broaden his shoulders. I also gave him a bit of pec detail in the chest. I think this is a good improvement. The only color change I made was to give him white boots like the arcade. He's not supposed to be wearing shorts.

I've changed the colors of the enemies as well, but I'm not yet happy enough to post an image. I've been working on the screens and still have a lot of decisions to make. Here is a shot of the first & sixth screen. These have the most drastic changes:



So far I've worked up to, (but not including), the forest in Mission 3. Not all screens are getting many changes. Only the ones I felt needed it, such as the blue screen with green men in Mission 2. I will post a binary later and would like input on what colors might look best.


Great work KevinMos3! :love: Definately looking forward to the end result, I was never really 100% happy with the sprites on Double Dragon to be honest... Some levels colors, artwork and the sprites could use some good tweaking. There has been another attempt to make them look better but I think I like your version better so far. Namely I like your player sprites, as they are still simular to the originals so I won't get screwed up trying to properly position a martial art move for an attack. Thanks for your efforts man, I'll definately keep a tab on this. Oh, if you need any reference for levels on the game, just check out my videos on ut00b for Double Dragon. (user Rkanum) :cool: :thumbsup:

#4 KevinMos3 OFFLINE  

KevinMos3

    Stargunner

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Posted Fri Dec 18, 2009 3:21 AM

I've posted a few more screenshots at the top. I need some feedback/input on these.


*** I've opened the garage door on the first screen. What do you think? Leave it open, or close it back?

*** I'm not sure what to do with the fourth screen (the one with the barrels). I've adjusted the color of the barrels in the center because on my TV with real hardware they've always looked rather hot pink. Now they only look slightly pink on my TV. I've added two yellow stripes to hint at the yellow/black stripes in the arcade version, but I'm not sure I like this. I would like to remove the grass since we're now in the industrial area, but it's a shared asset with several other screens that have grass.

*** I've not changed anything but the background dirt in the eighth screen (with the Abobos). I've only made the background dirt (behind the wall) more brown than gold/yellow and you can see the colors of the 2nd set of Abobos in the game. I haven't really changed much of their color yet. I basically only gave them white boots. I need to check the arcade version on these to know what color they should be. I'm conflicted about the color of the ground here. I'm not completely happy with the original color because it's a bit too yellow, but if I switch to the more brown area of the pallet, it may make it more difficult to see portions of the characters. Does anyone have a preference on which color they'd like to see here, or do you prefer it as is?

Also, this is getting tedious. I'm at the point where every time I change a color or pixel, the save-state no longer works. This means that every time I make a minor change and want to see how it looks, I have to play through the game up to that point. It would be nice if I could at least assign a button-combo in stella so I wouldn't have to worry about the flakiness of my controller being able to do diagonals properly (for the elbow smash). It's been throwing fits from time to time and will either refuse to do diagonal or refuse to do a straight direction. Does Stella allow you to program button-combos (like z26x does for Xbox)?

#5 stephena OFFLINE  

stephena

    River Patroller

  • 2,768 posts
  • Stella maintainer
  • Location:Newfoundland, Canada

Posted Fri Dec 18, 2009 6:19 AM

Also, this is getting tedious. I'm at the point where every time I change a color or pixel, the save-state no longer works. This means that every time I make a minor change and want to see how it looks, I have to play through the game up to that point. It would be nice if I could at least assign a button-combo in stella so I wouldn't have to worry about the flakiness of my controller being able to do diagonals properly (for the elbow smash). It's been throwing fits from time to time and will either refuse to do diagonal or refuse to do a straight direction. Does Stella allow you to program button-combos (like z26x does for Xbox)?

There is no support for button-combos at this time; maybe it's a wishlist item to add to the Stella tracker (see the Tracker link above).

As for the other problem, I assume save-states are failing because each time you create a new ROM image, Stella thinks it's essentially a new game. Currently, the save state is associated with the ROM that it was created from, and this info is stored in the state file itself. This is for the general user, so that one can't load a state file made by another game. As you're seeing, a developer has different needs. If you like, I can provide an alpha binary of Stella 3.1 where this is disabled; that is, the ROM image is no longer associated with a particular state file. Let me know if you're interested ...

#6 KevinMos3 OFFLINE  

KevinMos3

    Stargunner

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Posted Fri Dec 18, 2009 12:58 PM

There is no support for button-combos at this time; maybe it's a wishlist item to add to the Stella tracker (see the Tracker link above).

Thank you for the info.

If you like, I can provide an alpha binary of Stella 3.1 where this is disabled; that is, the ROM image is no longer associated with a particular state file. Let me know if you're interested ...

I'm VERY interested! Thank you in advance.

#7 stephena OFFLINE  

stephena

    River Patroller

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  • Location:Newfoundland, Canada

Posted Fri Dec 18, 2009 2:48 PM

There is no support for button-combos at this time; maybe it's a wishlist item to add to the Stella tracker (see the Tracker link above).

Thank you for the info.

If you like, I can provide an alpha binary of Stella 3.1 where this is disabled; that is, the ROM image is no longer associated with a particular state file. Let me know if you're interested ...

I'm VERY interested! Thank you in advance.

OK, what version do you need; Windows 32 or 64-bit, Linux 32 or 64-bit, or OSX?

#8 KevinMos3 OFFLINE  

KevinMos3

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Posted Fri Dec 18, 2009 3:35 PM

Windows 32-bit. Thanks again.

#9 stephena OFFLINE  

stephena

    River Patroller

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Posted Fri Dec 18, 2009 5:23 PM

Windows 32-bit. Thanks again.

OK, here's the release. Note that this is alpha-level code, and hasn't been well tested: stella-3.1_test2-windows.zip.

I added the commandline option '-md5instate', which takes a boolean value (true/false or 0/1). For now, this has to be set from the commandline, or by editing the stella.ini file directly; there's no support in the UI. When set to true (the default and current behaviour), a load state checks if the MD5 of the current ROM matches. If not, the load won't be performed. If disabled, the load is done without consideration to the MD5. Note that you still need to use the same ROM filename, otherwise Stella will definitely think you're using a different ROM.

If you want to discuss this further, feel free to move this off-list and send me a PM.

#10 KevinMos3 OFFLINE  

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Posted Sat Dec 19, 2009 6:45 AM

The new Stella has made things MUCH easier.

Here's where DD stands at the moment:

* I've made the player (and most enemies since they share the same resources) ONE pixel taller. This does not affect gameplay in any way.

* I've gotten the Lindas, Abobos, and the Shadow Boss to line up with their colors correctly. You may have noticed when playing the original, that the colors really bounce around on those characters. I don't know if this was intentional by the programmer or if it was an oversight. Either way, it never looked right to me. I was able to move the sprites around just enough to make everything line up. The characters still have a bounce in their step which is a good thing, but colors stay put relative to their sprite.

* I darkened up the characters you see on the first screen, but I just played through the arcade game and realized that I have the colors wrong on some. I was mistakenly going by the Genesis version before. I will probably keep the 4th screen (the blue one) the way it is, even though those colors are from the Genesis version. I like the blue now that I've put the work into it and think it adds variety to the game.

* I wasn't planning to do anything to the final mission, but after playing through the arcade game, I decided to brown up the walls and leave the yellow/gold color for the gold highlights. I've put a red floor on the final boss screen and I think this looks pretty good. A pic has been added to the 1st post.

* Your girlfriend has her own sprite and color table while hanging on the wall, but when she comes down at the end of the game, she uses the Linda sprite and color table. Because of this, I made her more purple instead of red because I didn't want the difference to be too obvious. The other solution would be to make the Lindas red instead of purple, (they were originally red but the arcade is purple), but then your girlfriend would be hard to see on the red carpet at the end.

And finally, In the forest there is now blue behind the bridge to suggest water. I don't know if that's obvious without stating it. If it doesn't look right, say so. The rest of the changes will just be tweaking enemy colors. However, there are some specific things that I would like to change IF someone is willing to help disassemble this game. I am not yet capable of doing that part on my own.

Sorry for the WALL of text!

edit: Ok, so the Ropers in the arcade are wearing blue at the beginning of the game, but they do wear white and black(dark grey) in mission 4. If I leave them as-is, at least it's an equal opportunity smack down. Man, woman, white, black... everyone gets a whoopin'. But, would you rather see the Ropers wearing blue? They might be a little monotonous with the main character wearing blue as well.

Edited by KevinMos3, Tue Dec 22, 2009 11:04 PM.


#11 KevinMos3 OFFLINE  

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Posted Sun Dec 20, 2009 6:42 AM

I've added a binary to the first post.

#12 Bentley Bear! OFFLINE  

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Posted Mon Dec 21, 2009 11:20 AM

I've added a binary to the first post.


Awesome work KevinMos3! I'm looking forward to making a run through Double Dragon again thanks to this! I appreciate all your efforts man. (and yea, Tomb Raider looks tasty too, too bad the Atari's resolution doesn't really lend well to Lara's *ahem* assets though... :D :D :D )

Edited by Bentley Bear!, Mon Dec 21, 2009 11:22 AM.


#13 KevinMos3 OFFLINE  

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Posted Tue Dec 22, 2009 11:01 PM

Thanks for the kind words. I've added a beta2 binary to the first post. This one has some minor sprite edits and more color changes. The maps posted above have been updated to reflect the beta2 version.

I just played through the original version on real hardware for the first time in years. Actually, I've never completed the game on real hardware until now. All the practice I've gotten while working on this hack enabled me to beat the game without losing a life and with 2 health bars remaining. I could have done better, but that's still good for me without a "pause" feature.

Anyway, on the real hardware the colors all look much darker than in any of the emulators, (and that's with my TV's brightness turned up). I'd like to get confirmation that the hack works on real hardware, and I'd like to know how the colors look on real hardware. I tried to choose colors that looked ok in Stella and Z26, but both of those emulators appear to be waaay off according to my TV.

336 views and only 2 people have a comment about this hack? :?

#14 KevinMos3 OFFLINE  

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Posted Wed Dec 23, 2009 9:33 PM

Here's a change I'm thinking of making. Would like feedback on this. How about a little touch of olive to the Cliff Screen with the Green Abobos?

Green_Abobos_arcade.png Green_Abobos_genesis.png Green_Abobos_2600.png
Arcade version          |           Genesis version           |             2600 version             |

Actually, I probably shouldn't post those other pics cause they make the 2600 version look really bad. :ponder:

Anyway, as you can see, the arcade and Genesis versions both have some olive green in the cliff and the ground is not plain gray. If I leave it all gray with Blue doors, it kind of suggests that you're on a high mountain cliff (because of the sky blue). However, if I add the olive green it will be slightly more accurate. Also, I'll need to rework the lead-up to the doors if I go with this option, since I only added the steps to give a little more detail with the bland gray screen.

#15 Out_of_Gas OFFLINE  

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Posted Wed Dec 23, 2009 9:36 PM

Here's a change I'm thinking of making. Would like feedback on this. How about a little touch of olive to the Cliff Screen with the Green Abobos?

Green_Abobos_arcade.png Green_Abobos_genesis.png Green_Abobos_2600.png

Arcade version          |           Genesis version           |             2600 version             |

Actually, I probably shouldn't post those other pics cause they make the 2600 version look really bad. :ponder:

Anyway, as you can see, the arcade and Genesis versions both have some olive green in the cliff and the ground is not plain gray. If I leave it all gray with Blue doors, it kind of suggests that you're on a high mountain cliff (because of the sky blue). However, if I add the olive green it will be slightly more accurate. Also, I'll need to rework the lead-up to the doors if I go with this option, since I only added the steps to give a little more detail with the bland gray screen.


The olive green is much better.

#16 KevinMos3 OFFLINE  

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Posted Wed Dec 23, 2009 10:29 PM

How's this for a quick edit to the ground. I can't do it exactly like this anyway because there are some stretched pixels in there that I'd have to account for, but as a general idea... what do you think?

Attached Thumbnails

  • Green_Abobos_2600_wip.png


#17 Out_of_Gas OFFLINE  

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Posted Wed Dec 23, 2009 10:34 PM

How's this for a quick edit to the ground. I can't do it exactly like this anyway because there are some stretched pixels in there that I'd have to account for, but as a general idea... what do you think?

:thumbsup:

:D

#18 KevinMos3 OFFLINE  

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Posted Thu Dec 24, 2009 12:10 AM

Ok, here's a shot of the game with that edit worked in. Also, I've worked a little olive into the previous screen (with the bridge) to match. I'm still not satisfied with the Green Abobos screen, but I don't know what else to do with it. What do you think of it?

Attached Thumbnails

  • Bridge_edit.png
  • Green_Abobos_2600_test.png

Edited by KevinMos3, Thu Dec 24, 2009 4:29 AM.


#19 Lucky Man OFFLINE  

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Posted Fri Dec 25, 2009 11:37 AM

I'm no Double Dragon expert, so I can't really comment on your changes, but I do have another thought...

It's always bothered me that Atari never produced a Batman game for the 2600 and I think this game may be a good candidate. You could even include Robin, although the music would have to be changed, but it's somewhat similar in tempo, etc. to the Batman TV theme.

Whaddya think?

#20 KevinMos3 OFFLINE  

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Posted Fri Dec 25, 2009 1:25 PM

That's an interesting idea. Maybe after I finish this hack, I could take a crack at that. I wouldn't be able to change the music without some serious help though. :)

#21 StanJr OFFLINE  

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Posted Fri Dec 25, 2009 4:43 PM

Dude, sorry I've had my head in the sand so long and only saw this thread now, but WOW you have taken my little hack and really made it into something. This hack and my Zelda hack are the two that I have always wanted to have on a cart. If you ever go about putting these on carts, please let me know I'd like one.

Exceptional, and I am honored that you liked my story!

Well done!

#22 Lucky Man OFFLINE  

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Posted Fri Dec 25, 2009 8:29 PM

That's an interesting idea. Maybe after I finish this hack, I could take a crack at that. I wouldn't be able to change the music without some serious help though. :)

Well, I guess the music is somewhat generic sounding. Mostly it would just be awesome to see the caped crusaders on the screen. Too bad the game is so damned hard, though. It would be very un-super hero-like to see Batman get his ass kicked so bad.

So who would you pick for the boss? The Joker, maybe?

#23 KevinMos3 OFFLINE  

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Posted Sat Dec 26, 2009 12:41 AM

Dude, sorry I've had my head in the sand so long and only saw this thread now, but WOW you have taken my little hack and really made it into something. This hack and my Zelda hack are the two that I have always wanted to have on a cart. If you ever go about putting these on carts, please let me know I'd like one.

Exceptional, and I am honored that you liked my story!

Well done!

Thank you very much for the kind words. It's good to know you approve and encouraging coming from the guy who's idea it was. So far, one other person on AA has suggested it go on a cart and one person outside of AA. I hadn't planned to do so, but if there is enough interest, we can see what can be done to make it happen.

Well, I guess the music is somewhat generic sounding. Mostly it would just be awesome to see the caped crusaders on the screen. Too bad the game is so damned hard, though. It would be very un-super hero-like to see Batman get his ass kicked so bad.

Well, if you learn to play as I do, the enemies will look utterly pathetic... they get their butts whooped as soon as they come on screen and almost never get the chance to even throw a punch! ;) Even the end boss is a complete wuss. He makes his entrance on the side of the screen where he then spends the next few seconds on the ground, then it's over! I totally own him. He makes my sandwich when I say and he washes my clothes. If he leaves a speck of dust on my floor, I use him for a mop!

Seriously though, I say that with humility. I was pretty bad at this game until several months ago. It was Bentley Bear's youtube video that showed me how to play, so I owe my current skill to his willingness to share his skill. He's actually better than I am because he mixes up his attacks. I usually just smash.

So who would you pick for the boss? The Joker, maybe?

That would be an excellent idea... and maybe the Penguin should take the place of Abobo.

That being said... I'd like to stay focused on this hack for right now. I need feedback on the current project so I can get it finished. ;)

#24 BDW OFFLINE  

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Posted Sat Dec 26, 2009 12:48 AM

Instead of The Penguin, you can use Bane.

Edited by brandondwright, Sat Dec 26, 2009 12:52 AM.


#25 TrekMD OFFLINE  

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Posted Sat Dec 26, 2009 9:52 AM

That would be fun idea, making it a Batman game.





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