I've found some more time to work on my Alex Kidd port. I manually converted one of the original games' maps to a format that is compatible with my scrolling routines. Naturally, I lost quite a bit of detail, but the end-result isn't too bad. This is what the original looks like:
And this is what the same map looks like on the TI:
I had to move some blocks around, or remove some blocks to avoid color clash(can't have two different colored blocks directly next to each other), but all-in-all, most of the details are there. I also originally did a very nice conversion of the cave the old man is sitting in at the end, but I ran out of patterns and had to ditch both that and the clouds. I'm thinking of adding it in a static screen that gets tagged onto the end of the map, but those are details for later. Either way, I'm only using some of the original game maps to test playability and will probably design my own at some stage (so it'd be a sequel/prequel instead of a direct port), so I'm not sure how important those issues are.
Next up, I started working on real collision detection and fine-tuning the physics to be a bit more in line with the original game. Seems to be working well, although I still need to add a collision check for the top of the sprite (you could jump into one of the blocks now and get stuck if you really try).
Next up: finish the collision detection routines, find a way to make Alex face the other direction and implement punching. Also, add the jumping and punching sound effects. After that, I'll need to figure out how to make the blue blocks and the gold boxes destructable in the scrolling data... punching and destroying blocks is kinda the main mechanic of the game . It should be doable, but it will be quite convoluted as I have to decide which patterns to put in place depending on the object on the other side of the block.
Finally, here's a video recorded in MESS. Normal caveats apply: youtube makes it a bit more choppy than the real thing, and of course the colors are a bit more washed out here.
*edit* The latest work-in-progress version is attached to this post for those that are interested in trying it out.
Latest version is from august 24th, 11pm CET.
Edited by TheMole, Sun Aug 24, 2014 2:55 PM.