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#601 iesposta ONLINE  

iesposta

    River Patroller

  • 2,384 posts
  • Retro-gaming w/my VCS
  • Location:Pennsylvania

Posted Tue Oct 7, 2014 5:38 PM

If you implement a sprite compression you could get a lot of space back.
Thomas Jentzsch has done compression in Star Castle Arcade.
Stay Frosty 2 uses compression.

My batari Basic DK Arcade 2600 uses Playfield compression, because 2 "Levels" are drawn from data using pfpixel.
I'm just a new programmer so my "compression" is done line by line, by hand, distilling duplicated scanlines from 175 lines down to around 16 lines. And then another programmer wrote the routine to draw the screen.

#602 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!, Boulder Dash, THREE·S

  • 19,583 posts
  • Always left from right here!
  • Location:Düsseldorf, Germany

Posted Wed Oct 8, 2014 7:10 AM

Actually it is not compression what is used in SCA or SF2. 

 

What we are doing is data overlapping (also in SF2). Since we have LOT of data blocks which could be combined and overlapped, I developed a little tool called DOOD which automatically calculates and creates the most efficient data overlapping.



#603 Keatah ONLINE  

Keatah

    Quadrunner

  • 9,046 posts

Posted Wed Oct 8, 2014 10:45 AM

I'd still view that as a for of compression via selective substitution.



#604 ATASCI OFFLINE  

ATASCI

    Space Invader

  • 14 posts

Posted Wed Jan 21, 2015 9:37 AM

I would like to reserve a copy of the cartridge as well. This is a great port for the 2600 that would give Colecovision's version a run for the money. Finally, a version that would put the Coleco Donkey Kong port for the 2600 to shame. Nice job, "Where were you 30 years ago?"



#605 stardust4ever ONLINE  

stardust4ever

    Quadrunner

  • 5,027 posts
  • Location:Louisiana

Posted Wed Jan 21, 2015 10:45 AM

I would like to reserve a copy of the cartridge as well. This is a great port for the 2600 that would give Colecovision's version a run for the money. Finally, a version that would put the Coleco Donkey Kong port for the 2600 to shame. Nice job, "Where were you 30 years ago?"

I dunno about the OP but I was still in diapers. Well, maybe not technically. I'm about to turn 34 :P



#606 Protestari OFFLINE  

Protestari

    Chopper Commander

  • 201 posts
  • Location:Toronto Canada

Posted Sun Feb 1, 2015 4:59 PM

Here comes the last update of the hammer code for now:

  • New hammering music and sound effects.
  • Made it easier for Mario to catch the hammer.
  • Hammer behavior should be mostly correct now (e.g., action is frozen when the hammer hits).
  • Fixed the crash bug that occured when Mario got hit by an enemy while holding the hammer.
  • Fixed unstable scan line count.

Next, I'll be working on fine tuning the gameplay (collision, jump distance, etc.). If there is some memory left after that, maybe we can get multiple hammers per stage.

 

Insert coin ! :)

 

Hi, just found out about this game.

Cant wait to get it.

Thanks so much.






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