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D.K. VCS


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#626 BrianC OFFLINE  

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Posted Sun Jul 5, 2015 8:34 PM

Is difficulty ramping implemented?



#627 Joe Musashi OFFLINE  

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Posted Mon Jul 6, 2015 2:36 PM

Only experimentally, not yet ready for beta testing.



#628 YANDMAN OFFLINE  

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Posted Wed Jul 29, 2015 5:25 AM

Its 30 years overdue, im prepared to wait as long as the man needs and am just excited to see what else he might be brewing



#629 Kosmic Stardust OFFLINE  

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Posted Wed Jul 29, 2015 10:47 AM

My body is ready...

dk.jpg



#630 Joe Musashi OFFLINE  

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Posted Fri Oct 16, 2015 4:37 PM

In case you are in search for yet another reason to attend PRGE, here would be one.

 

AtariAge is going to showcase a new updated version of D.K. VCS. In addition to a number of small improvements, hightlights of this version are:

  • A more forgiving collision detection that allows for some overlap with enemies.
  • In the Japanese setting, barrels won't come down ladders if Mario's hand is aligned with the top of a girder (as in the arcade version).
  • Level progression. The game gets gradually more difficullt in each level (for now only available in stages 1 and 2).

I will post the ROM here once PRGE is over.

 



#631 Kosmic Stardust OFFLINE  

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Posted Fri Oct 16, 2015 10:33 PM

 

  • In the Japanese setting, barrels won't come down ladders if Mario's hand is aligned with the top of a girder (as in the arcade version).
  •  

I always wondered about this. On my NES, I could park Mario/Jumpman on the top of a ladder and not get hit by barrels, but try this on the arcade game and got my ass handed to me. Some other ports, it's a crap shoot.

 

So the Japanese order arcade game (1,2,3,4,1,2,3,4) you can do this? Cool! :cool:



#632 iesposta OFFLINE  

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Posted Tue Oct 20, 2015 10:36 AM

In case you are in search for yet another reason to attend PRGE, here would be one.
 
AtariAge is going to showcase a new updated version of D.K. VCS. In addition to a number of small improvements, hightlights of this version are:

  • A more forgiving collision detection that allows for some overlap with enemies.
  • In the Japanese setting, barrels won't come down ladders if Mario's hand is aligned with the top of a girder (as in the arcade version).
  • Level progression. The game gets gradually more difficullt in each level (for now only available in stages 1 and 2).
I will post the ROM here once PRGE is over.

Is PRGE over yet?

#633 Albert OFFLINE  

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Posted Tue Oct 20, 2015 12:01 PM

Is PRGE over yet?

 

Not for all of us.  :) 

 

 ..Al



#634 Joe Musashi OFFLINE  

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Posted Tue Oct 20, 2015 1:25 PM

Is PRGE over yet?


Not for all of us.   :)
 
 ..Al


It's over already? And I thought it had to last for a week because of the huge number of new games shown :)
 
But seriously, seeing all these new releases, it almost feels like there never was a video game crash.



#635 Joe Musashi OFFLINE  

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Posted Tue Oct 20, 2015 1:43 PM

Now that PRGE is over (well, for most of us  :)) it's time to post the ROMs.

 

In addition to the new features, there are two smaller changes:

  • In stage 2, the fireball comes from outside the screen, and does not just pop up anymore.
  • In stage 4, the flames do appear on the opposite side of Mario.

I will soon post another version with level progression also for stages 3 and 4. This is currently highly experimental and will need some fine tuning.

 

Have fun!

 

 

 

Attached Files



#636 roryjr OFFLINE  

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Posted Tue Oct 20, 2015 1:57 PM

Loving it!



#637 PhoenixMoonPatrol OFFLINE  

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Posted Tue Oct 20, 2015 3:32 PM

Thanks for the updated game rom. Can't wait to try this after the game tonight. 



#638 Kosmic Stardust OFFLINE  

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Posted Wed Oct 21, 2015 6:43 PM

Yay for Dee-Kay!!! My harmony has more than paid for itself, considering I wasn't able to make it. And I still buy the games upon release if they're enjoyable. Sometimes time escapes and game is delayed or unfinished, I still have the PRGE demo to play. I'm still waiting on Circus AtariAge as the 2013 PRGE demo was fantastic.



#639 save2600 OFFLINE  

save2600

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Posted Thu Oct 22, 2015 5:02 PM

Holy crap... would 'ya just listen to those sounds? I mean, graphics and gameplay aside. Wow!   :love: 



#640 birdie3 OFFLINE  

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Posted Sat Oct 24, 2015 10:03 AM

My God!! This is amazing!! I haven't been here in a while.. Can this ROM be put onto any presently existing homebrew cart technology?



#641 Albert OFFLINE  

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Posted Sat Oct 24, 2015 10:23 AM

Can this ROM be put onto any presently existing homebrew cart technology?


It most certainly can! :D

#642 Kosmic Stardust OFFLINE  

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Posted Sat Oct 24, 2015 7:09 PM

My God!! This is amazing!! I haven't been here in a while.. Can this ROM be put onto any presently existing homebrew cart technology?

Your VCS can't handle it and will explode form sheer awesomeness. Or you can load it on a Harmony cart. Do so at your own risk! :D



#643 Albert OFFLINE  

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Posted Sat Oct 24, 2015 7:19 PM

Your VCS can't handle it and will explode form sheer awesomeness. Or you can load it on a Harmony cart. Do so at your own risk! :D


This is true, I went through five 2600 systems before I found one that survived.

..Al

#644 pac_man_fan OFFLINE  

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Posted Sat Nov 7, 2015 7:33 PM

As everyone already knows - this latest PRGE update has made this already awesome game even better!  I'd like to add my humble suggestion for a future revision.

 

When Mario is climbing either up or down, when he reaches the top or bottom of the ladder, Mario is unable to jump quickly. After a movement left or right, and he is able to go just fine. I notice this mostly on level 2 (factory level).

 

With the increasing difficultly in the levels now and faster barrels, an immediate jump (such as in the arcade version) would be helpful.


Edited by pac_man_fan, Sat Nov 7, 2015 8:59 PM.


#645 Joe Musashi OFFLINE  

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Posted Sun Nov 8, 2015 8:36 AM

As everyone already knows - this latest PRGE update has made this already awesome game even better!  I'd like to add my humble suggestion for a future revision.

 

When Mario is climbing either up or down, when he reaches the top or bottom of the ladder, Mario is unable to jump quickly. After a movement left or right, and he is able to go just fine. I notice this mostly on level 2 (factory level).

 

With the increasing difficultly in the levels now and faster barrels, an immediate jump (such as in the arcade version) would be helpful.

 

Thanks for the info!

 

Actually, you can jump when reaching the end of the ladder without having to move to the left or right. However, there seems to be some lag before Mario can jump. I will have a look, maybe I can fix this.



#646 MeneerJansen OFFLINE  

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Posted Wed Nov 18, 2015 11:57 AM

Just wanted to say this almost brought tears to my eyes. It actually IS possible to bring a port of my favorite arcade game of all time to its contemporary. From the title screen that's an almost perfect copy of the original to the fact that it has all four panels. Back in the days I would have killed to get this game for my Atari.


Edited by MeneerJansen, Wed Nov 18, 2015 11:59 AM.


#647 save2600 OFFLINE  

save2600

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Posted Wed Nov 18, 2015 12:12 PM

Just wanted to say this almost brought tears to my eyes. It actually IS possible to bring a port of my favorite arcade game of all time to its contemporary. From the title screen that's an almost perfect copy of the original to the fact that it has all four panels. Back in the days I would have killed to get this game for my Atari.

 

"Panels"! Hadn't heard stages, boards or levels described like that in a while.    :lol:



#648 Antiriad OFFLINE  

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Posted Wed Nov 18, 2015 12:14 PM

When it will be "officially" released, I'll stop going to work! :D

#649 MeneerJansen OFFLINE  

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Posted Wed Nov 18, 2015 12:37 PM

To make it even more like the original one might alter the collision detection a bit. Just like someone did w/ E.T. (see this link) which made it more playable. In the arcade version of D. Kong jumping over fire balls and barrels was not as "unforgiving" as in this version. I'm used to that. You could "touch" the barrels a bit. Just like in Pac Man: the ghosts could touch you, but only if your center and theirs touched you'd die.

 

But this port is damn near perfect! I especially like the fact that Mario jumps like in the real thing. Some ports have Mario jump very weird. I can't really explain it in words: just try some ports (like the "official" port of Mario Bros to the Atari 2600).


Edited by MeneerJansen, Wed Nov 18, 2015 12:41 PM.


#650 Joe Musashi OFFLINE  

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Posted Sat Nov 21, 2015 1:10 PM

To make it even more like the original one might alter the collision detection a bit. Just like someone did w/ E.T. (see this link) which made it more playable. In the arcade version of D. Kong jumping over fire balls and barrels was not as "unforgiving" as in this version. I'm used to that. You could "touch" the barrels a bit. Just like in Pac Man: the ghosts could touch you, but only if your center and theirs touched you'd die.

 

But this port is damn near perfect! I especially like the fact that Mario jumps like in the real thing. Some ports have Mario jump very weird. I can't really explain it in words: just try some ports (like the "official" port of Mario Bros to the Atari 2600).

 

Have you tried the latest version? Currently, this is how close a barrel must get to produce a hit.

 

hit.png

I don't think there should be a full overlap (i.e., the centers match), but I guess I could allow one more pixel if this doesn't make it too easy. I'll have a look...






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