Bryan Posted March 23, 2014 Share Posted March 23, 2014 The sound seems like it's glitching. Is that from emulation, or is that how it really sounds? It sounds pretty annoying. I think there are better vids: 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted March 23, 2014 Share Posted March 23, 2014 I think there are better vids: [YouTube Video] Ah, yeah, big difference. Quote Link to comment Share on other sites More sharing options...
Bryan Posted March 23, 2014 Share Posted March 23, 2014 I'd love to do what these guys did and disassemble the original. I think something closer to the NES version could be done if you target 64K machines (and it's already in 6502 code). Quote Link to comment Share on other sites More sharing options...
JamesD Posted March 24, 2014 Share Posted March 24, 2014 I'd love to do what these guys did and disassemble the original. I think something closer to the NES version could be done if you target 64K machines (and it's already in 6502 code).Given the hardware differences, you wouldn't gain much over porting the arcade version and the NES version is still very different from the arcade. Quote Link to comment Share on other sites More sharing options...
Bryan Posted March 24, 2014 Share Posted March 24, 2014 Given the hardware differences, you wouldn't gain much over porting the arcade version and the NES version is still very different from the arcade. True, but I wonder if the NES port is based on the arcade code or is written from scratch. Quote Link to comment Share on other sites More sharing options...
tep392 Posted March 24, 2014 Share Posted March 24, 2014 True, but I wonder if the NES port is based on the arcade code or is written from scratch. There is a partial NES disassembly that someone worked on which I have compared to the arcade disassembly, and I found little in common. The overall structure of the code is different as well as the details. The enemy behavior in the NES version is quite different from the arcade. Quote Link to comment Share on other sites More sharing options...
Bryan Posted March 24, 2014 Share Posted March 24, 2014 There is a partial NES disassembly that someone worked on which I have compared to the arcade disassembly, and I found little in common. The overall structure of the code is different as well as the details. The enemy behavior in the NES version is quite different from the arcade. Is there an arcade disassembly available? Quote Link to comment Share on other sites More sharing options...
Kjmann Posted March 24, 2014 Author Share Posted March 24, 2014 Here you Go. Donkey Kong Arcade.xex 9 Quote Link to comment Share on other sites More sharing options...
tep392 Posted March 24, 2014 Share Posted March 24, 2014 Is there an arcade disassembly available? Not publicly. I asked nicely and was given a copy to use for my DK XM project. But I promised not to pass it around. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted March 24, 2014 Share Posted March 24, 2014 Here you Go. Donkey Kong Arcade.xex Cool, thanks! Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted March 24, 2014 Share Posted March 24, 2014 Sal, is it me or possibly Altirra, it just that the theme song at the start sounds out of tune? No disrespect meant, just wondering if its me, Altirra or how it is? Never had this version so many thanks... Quote Link to comment Share on other sites More sharing options...
Kjmann Posted March 24, 2014 Author Share Posted March 24, 2014 Alrirra is the problem. it sound normal on real hardware. Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted March 24, 2014 Share Posted March 24, 2014 Alrirra is the problem. it sound normal on real hardware. Thank you, my XL is not linked up at the mo to have tried it hence the ask.. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted March 25, 2014 Share Posted March 25, 2014 Here you Go. Donkey Kong Arcade.xex I like it. The collision detection is more forgiving overall, and it's nice having the intro music. It'd be nice to see it kicked up a notch on the graphics some day. 1 Quote Link to comment Share on other sites More sharing options...
jvas Posted March 25, 2014 Share Posted March 25, 2014 With vertical scrolling, the aspect ratio could be better, and the original levels would fit IMHO... Quote Link to comment Share on other sites More sharing options...
Grevle Posted March 26, 2014 Share Posted March 26, 2014 Finnaly . I been hoping to play this version of Donkey Kong on my atari Computer hooked up to CRT tv. And its pretty good, i like the sound effects better than the original, Seems the game also is a little more playable. Nice and cool retro gaming Quote Link to comment Share on other sites More sharing options...
Goochman Posted March 26, 2014 Share Posted March 26, 2014 I like the inclusion of the start animation. Not sure why this was put in only for attract mode. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted March 27, 2014 Share Posted March 27, 2014 I like the inclusion of the start animation. Not sure why this was put in only for attract mode. Yea, I like being able to see it where it belongs instead of during attract mode only too. The only thing is it would be nice to skip it by hitting the joystick button when wanted. I think all cut-scenes should be coded like this. When I'm getting into a video game, the last thing I want to do is look at some cute cut-scene -- especially for the 175th time. That's why I usually don't care if they're left out altogether, rather than forcing you to endure their entirety ever time. Emulation is a little better, as you can just hold down the speed-blast key. Quote Link to comment Share on other sites More sharing options...
Drummerboy Posted March 28, 2014 Share Posted March 28, 2014 In Emulators work fine, but testing in my Atari 800XL NTSC, in the previously screen before start the gameplay (see the pic), for unknow reason the games make a loop back to this screen. This is because the Atari 800XL is NTSC or could be another thing? Quote Link to comment Share on other sites More sharing options...
a8isa1 Posted March 28, 2014 Share Posted March 28, 2014 (edited) In Emulators work fine, but testing in my Atari 800XL NTSC, in the previously screen before start the gameplay (see the pic), for unknow reason the games make a loop back to this screen. This is because the Atari 800XL is NTSC or could be another thing? What device(s) and loader(s) have you tried? It works on both my 800 and my 800XL. Each are NTSC machines. I've used binary file loaders Fenders 3-sector boot, PicoBoot, MyPicoDOS, AspeQt's integral loader.. I tried ATRs using my SIO2PC USB cable with SIO2BSD and AspeQt software. I also had success with the ATRs via my SDrive. I forgot to try SDrive's binary file loader. -SteveS Edited March 28, 2014 by a8isa1 Quote Link to comment Share on other sites More sharing options...
José Pereira Posted March 29, 2014 Share Posted March 29, 2014 The Atari version is really good to start with, but there are places where it could be improved. KJMann was mainly focusing on some playability issues and redoing all the sounds and music. I think the sounds and music were fine the way they were. Graphically it could be made a little more accurate and colorful. I suppose the playability issues were a reasonable thing to work on, but I just took them as a challenge for this particular version. I simply couldn't, once more, to not answer.If it's just the looking it would be easy to any coder here to improve it. Here's my proposal: Leave all the same it's now, probably need other one or two PFs to other values but keeping same code and screen size/4colours GR.15 bitmap mode you can add PMGs (there isn't any used). I would use PRIOR0 with oring PMGs overlays: Mario with PM0, |PM0 oring PF0|, |PM0 oring PF1| more red that must be PF0 or PF1 Girl the same but using PM1 more lilac that must be PF1 or PF 0 Kong will then be [PM2+PM3], |[PM2+PM3] oring PF2| It's just a question of choosing the right (colour,luminance) for each of the PFs to get correct/nice oring PMGs. If, for example you have yellow (E,E) as PF2 then the Kong [PM2+PM3] as (F6) will get a nice 2nd colour in its light part as (F,E). Quote Link to comment Share on other sites More sharing options...
José Pereira Posted March 29, 2014 Share Posted March 29, 2014 By the way: I cannot acess the computer now. If any of you run the emulator monitor what PFs are the red, lilac and yellow and their correspondant (colour,luminance) on the game's original code? Quote Link to comment Share on other sites More sharing options...
akator Posted March 29, 2014 Share Posted March 29, 2014 In Emulators work fine, but testing in my Atari 800XL NTSC, in the previously screen before start the gameplay (see the pic), for unknow reason the games make a loop back to this screen. This is because the Atari 800XL is NTSC or could be another thing? I have played it using MyIDE-II on a stock NTSC 800XL with no problems. Is there a chance your XEX image is somehow corrupt? Quote Link to comment Share on other sites More sharing options...
Drummerboy Posted March 29, 2014 Share Posted March 29, 2014 What device(s) and loader(s) have you tried? It works on both my 800 and my 800XL. Each are NTSC machines. I've used binary file loaders Fenders 3-sector boot, PicoBoot, MyPicoDOS, AspeQt's integral loader.. I tried ATRs using my SIO2PC USB cable with SIO2BSD and AspeQt software. I also had success with the ATRs via my SDrive. I forgot to try SDrive's binary file loader. -SteveS I am using a SIO2SD device. The file is Donkey Kong Arcade.xex above. Quote Link to comment Share on other sites More sharing options...
Drummerboy Posted March 29, 2014 Share Posted March 29, 2014 I have played it using MyIDE-II on a stock NTSC 800XL with no problems. Is there a chance your XEX image is somehow corrupt? I am using Donkey Kong Arcade.xex, above shared. But exist other option to download the file? Quote Link to comment Share on other sites More sharing options...
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