Jump to content

Photo

D.K. VCS


756 replies to this topic

#651 MeneerJansen OFFLINE  

MeneerJansen

    Space Invader

  • 47 posts

Posted Sat Nov 21, 2015 4:22 PM

 

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

 

attachicon.gifhit.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...

You're right. I must have downloaded an old version. Re-downloaded it. Played it. Love it!



#652 KAZ OFFLINE  

KAZ

    Stargunner

  • 1,368 posts
  • Location:Minnesota

Posted Sat Nov 21, 2015 5:49 PM

I like going through the version history :)  It is fun to watch the improvements each version!



#653 sandmountainslim OFFLINE  

sandmountainslim

    Vicar of Fonz

  • 5,669 posts
  • Climber 5 Champion since Jan 2005
  • Location:Between Macon and Muscle Shoals

Posted Sat Nov 28, 2015 4:54 PM

Absolutely LOVE it!



#654 Joe Musashi OFFLINE  

Joe Musashi

    Moonsweeper

  • Topic Starter
  • 291 posts

Posted Thu Dec 17, 2015 4:52 PM

So, it's now exactly three years since the first public version was posted. To celebrate the anniversary it's fitting to post another update :)

 

What's new:

  • Mario can now jump immediately after getting off a ladder. Note that you still have to get the timing right. You cannot jump while still being on a ladder.
  • Increased the horizontal collision overlap interval. Now Mario can overlap enemies by three pixels without getting hit.
  • And finally, level progression for all stages. As there cannot be more enemy sprites, this is done by increasing the speed. Note that difficulty only depends on the level number. This means that if you play the US stage order, the elevator will already be fast when you encounter it the first time. This is in line with the arcade version. If you want to experience level 9 but do not want to train to reach it, you can also push the joystick up when starting the game from the title. It will then start with level 9.

There is always room for improvements, but as far as features go, everything that was originally planned is now there. If development couldn't continue, this is now a version I could live with.

 

I will now focus on some tweaking (e.g., colors) and it may even be possible to squeeze in one or more additional features (e.g., Pauline's items). In any case, I am shooting for a release candidate next year, right in time for D.K.'s 35th anniversary.

 

Merry Christmas!

 

Attached Files



#655 Trebor OFFLINE  

Trebor

    River Patroller

  • 3,568 posts

Posted Thu Dec 17, 2015 5:48 PM

Merry Christmas!

 

Merry Christmas, Joe...And thank you!



#656 xybot67 OFFLINE  

xybot67

    Chopper Commander

  • 180 posts
  • Location:Montreal, Canada

Posted Thu Dec 17, 2015 6:29 PM

Wow, this is great! Thanks Joe, Happy Holidays



#657 sramirez2008 OFFLINE  

sramirez2008

    Dragonstomper

  • 718 posts
  • Location:Houston

Posted Thu Dec 17, 2015 7:04 PM

So, it's now exactly three years since the first public version was posted. To celebrate the anniversary it's fitting to post another update :)

 

What's new:

  • Mario can now jump immediately after getting off a ladder. Note that you still have to get the timing right. You cannot jump while still being on a ladder.
  • Increased the horizontal collision overlap interval. Now Mario can overlap enemies by three pixels without getting hit.
  • And finally, level progression for all stages. As there cannot be more enemy sprites, this is done by increasing the speed. Note that difficulty only depends on the level number. This means that if you play the US stage order, the elevator will already be fast when you encounter it the first time. This is in line with the arcade version. If you want to experience level 9 but do not want to train to reach it, you can also push the joystick up when starting the game from the title. It will then start with level 9.

There is always room for improvements, but as far as features go, everything that was originally planned is now there. If development couldn't continue, this is now a version I could live with.

 

I will now focus on some tweaking (e.g., colors) and it may even be possible to squeeze in one or more additional features (e.g., Pauline's items). In any case, I am shooting for a release candidate next year, right in time for D.K.'s 35th anniversary.

 

Merry Christmas!

 

 

Thank you :-D



#658 TrekMD OFFLINE  

TrekMD

    River Patroller

  • 2,931 posts
  • Location:Coral Gables, FL

Posted Thu Dec 17, 2015 7:49 PM

Excellent!  Thanks and Merry Christmas!



#659 Jinroh OFFLINE  

Jinroh

    Moonsweeper

  • 312 posts
  • Catgirl Maid Lover

Posted Thu Dec 17, 2015 8:37 PM

Wow Merry Christmas! Thanks so much for the update it's awesome! :D Just played through a round.



#660 phattyboombatty OFFLINE  

phattyboombatty

    Dragonstomper

  • 999 posts
  • Location:San Diego, CA

Posted Thu Dec 17, 2015 11:29 PM

This just about brings a tear to my eye... for THIS is what I, as a 10-year-old kid, expected to see on my TV screen in 1982/1983. THIS.  :lust: 

 

Thank you Joe!!! 



#661 MeneerJansen OFFLINE  

MeneerJansen

    Space Invader

  • 47 posts

Posted Fri Dec 18, 2015 7:08 AM

Thanks for the early Xmas present man!  :)



#662 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

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

  • 20,847 posts
  • Always left from right here!
  • Location:Düsseldorf, Germany

Posted Fri Dec 18, 2015 8:24 AM

Very nice! icon_thumbsup.gif

 

Are you going to animate the fire in the first stage?



#663 Kosmic Stardust ONLINE  

Kosmic Stardust

    Princess Rescuer

  • 9,679 posts
  • Location:Milky Way Galaxy

Posted Sat Dec 19, 2015 2:24 AM

Exceptional masterpiece, Joe! :thumbsup:



#664 Joe Musashi OFFLINE  

Joe Musashi

    Moonsweeper

  • Topic Starter
  • 291 posts

Posted Sat Dec 19, 2015 10:50 AM

Very nice! icon_thumbsup.gif
 
Are you going to animate the fire in the first stage?


Let's just say it's still on my wishlist ;)

#665 Joe Musashi OFFLINE  

Joe Musashi

    Moonsweeper

  • Topic Starter
  • 291 posts

Posted Thu Feb 4, 2016 2:36 PM

I'm currently spending some time tweaking the flicker colors for the Kong graphics. To check how different variations look on a CRT TV, I built a small test ROM where the colors can be changed interactively with the left controller.  (The image below shows the color values used in all released versions for NTSC. This image here is from Stella with phosphor blend set to 50.)

 

ct.png

 

I played around a bit, and for PAL60 I'm now leaning towards $48, $44 or  $48, $46.

 

Unfortunately, I can only test PAL. I'm therefore looking for some help. It would be great if some people with a Harmony and an NTSC CRT TV could give it a try and post the color combinations that look best here (of course it's also appreciated to test the PAL version as not all TVs look the same).

 

Thank you very much in advance.

 

Attached Files



#666 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

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

  • 20,847 posts
  • Always left from right here!
  • Location:Düsseldorf, Germany

Posted Thu Feb 4, 2016 2:51 PM

PAL: $46/$42 or $26/$42 (I prefer the latter)
 
The dark brown contrasts well enough with the black background and the flicker is minimized. $46/$26 are required to provide a good contrast to the dark brown.
 
Tested on a PAL 14" Sony Trinitron KV-14LT1E CRT[/size]

Edited by Thomas Jentzsch, Sun Feb 7, 2016 7:39 AM.


#667 Jinroh OFFLINE  

Jinroh

    Moonsweeper

  • 312 posts
  • Catgirl Maid Lover

Posted Thu Feb 4, 2016 9:01 PM

Too late atm, but I'll give it a try on my NTSC tomorrow. :)


Edited by Jinroh, Thu Feb 4, 2016 9:01 PM.


#668 KAZ OFFLINE  

KAZ

    Stargunner

  • 1,368 posts
  • Location:Minnesota

Posted Thu Feb 4, 2016 10:00 PM

So the pal version costs $46?

 

 

j/k lol :P



#669 Kosmic Stardust ONLINE  

Kosmic Stardust

    Princess Rescuer

  • 9,679 posts
  • Location:Milky Way Galaxy

Posted Sat Feb 6, 2016 5:28 AM

I'll give it a whirl on my Harmony, thanks...



#670 Kosmic Stardust ONLINE  

Kosmic Stardust

    Princess Rescuer

  • 9,679 posts
  • Location:Milky Way Galaxy

Posted Sat Feb 6, 2016 5:30 AM

So the pal version costs $46?

 

 

j/k lol :P

It was gonna be 25€, but that was before Dr Evil decided he had to have the only existing copy... :evil:

Dr.-Evil-One-Million-Dollars-600x300.png



#671 Joe Musashi OFFLINE  

Joe Musashi

    Moonsweeper

  • Topic Starter
  • 291 posts

Posted Sat Feb 6, 2016 4:46 PM

So the pal version costs $46?

 

 

j/k lol :P

 

Yes, but that's only for the color tester. And manual and box cost extra.  :grin:



#672 Turbo-Torch OFFLINE  

Turbo-Torch

    Moonsweeper

  • 279 posts
  • Location:NW Indiana

Posted Sat Feb 6, 2016 9:13 PM

For NTSC, I find 28,30 or 26,20 easy on the eyes.  26,20 is a bit dark but with very little flicker.

This is on my 4 switch with a 20" CRT TV.



#673 Joe Musashi OFFLINE  

Joe Musashi

    Moonsweeper

  • Topic Starter
  • 291 posts

Posted Mon Feb 8, 2016 3:39 PM

Thanks, guys! This has been very helpful!
 

PAL: $46/$42 or $26/$42 (I prefer the latter)
 
The dark brown contrasts well enough with the black background and the flicker is minimized. $46/$26 are required to provide a good contrast to the dark brown.
 
Tested on a PAL 14" Sony Trinitron KV-14LT1E CRT[/size]

 
26,42 is a bit yellowish on my Philips 27PT543S 27". 46,42 looks really good though. This or 46,44 are my current favorites.

P.S. The next release will also have an animated oil fire :)
 

For NTSC, I find 28,30 or 26,20 easy on the eyes.  26,20 is a bit dark but with very little flicker.
This is on my 4 switch with a 20" CRT TV.


Both look quite nice, in Stella 28,30 seems closer to the arcade. I think I'll use that for now.

Hopefully, we get a few more data points to cover a broader range of TVs.

#674 almightytodd OFFLINE  

almightytodd

    Dragonstomper

  • 723 posts
  • Infrequent Poster
  • Location:Orlando, Florida

Posted Wed Feb 10, 2016 7:02 PM

I thought I had replied to this thread ages ago, telling Joe how impressed I am with this awesome interpretation, but it doesn't seem to be coming back into "My Content". So I may be repeating myself when I say that the approach to use vertical scrolling to compensate as a way of playing a portrait-oriented arcade on a landscape-oriented home console is brilliant! I know some are anxious to get the final product, but I just love being along for the ride...



#675 KAZ OFFLINE  

KAZ

    Stargunner

  • 1,368 posts
  • Location:Minnesota

Posted Sat Mar 12, 2016 5:03 PM

Joe, could you please post a preview video of your latest D.K. VCS on your first post? Perhaps linked to youtube or something. Time permitting of course.

I like discussing this game various places, and want to have a high quality video of it (preferably from you).

I love this version!

Edited by KAZ, Sat Mar 12, 2016 5:04 PM.





0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users