I like this hack. Even without elevators currently, elevator level is already more fun than the CV version of it. Nice glimpse of what the 2600 version might look like with all four levels.
Posted Fri Oct 17, 2014 7:52 PM
I like this hack. Even without elevators currently, elevator level is already more fun than the CV version of it. Nice glimpse of what the 2600 version might look like with all four levels.
Posted Sat Oct 18, 2014 7:50 AM
Thanks Brian! Since I couldn't reproduce the arcade exactly I tried to come up with something that at least played like it.
At the moment though, I put this version aside and am trying to make progress on batari's partially completed hack, as he implemented a great set of missile and ball elevators. That kills the hammer though so I'd need a separate bank for the conveyors.
Posted Sun Oct 19, 2014 2:10 PM
Ok thanks very much. Oh yeah, Pleeeeeeease. I forgot my good manners.
Posted Sun Oct 19, 2014 5:23 PM
This is cool.
So awesome there are two homebrew Donkey Kongs and a hack currently ongoing at once. I dunno why, but I like just playing different versions of the same game. I've got a ton of Pacman ports: hack 'em, arcade, 4k, new pacman, etc... Then there's all the PMP ports for 7800
Now it seems I've got more to entertain myself with multiple Donkey Kongs...
Posted Fri Nov 28, 2014 1:19 PM
First experiments with batari's last version, with his awesome looking elevators. You can now ride them up and down.
donkeykongBATelevators.bin 4KB
307 downloads
But they blink out now. Not sure why.
Posted Fri Nov 28, 2014 3:46 PM
I just tried the binary and I'm having issues also jumping to the ledges once I get off the second elevator. Mario doesn't move up.
Posted Fri Nov 28, 2014 7:01 PM
The ledge heights are not set up yet, so whatever vertical position you get off the elevator you will stay at. That's the next thing I'll be working on.
Posted Fri Nov 28, 2014 10:45 PM
No wonder.
Posted Sat Dec 2, 2017 12:50 AM
Hey CDS, I know you've been working on a few other amazing hacks, but I was wondering if you have made any more progress on this one? I know I'm not the only one that really liked this idea and wanted to see it finished.
Posted Sat Dec 2, 2017 7:36 AM
Well not exactly progress, but I tested out an idea that looks very promising. Took the original ROM, doubled it to 8k, then switched banks between each frame. This introduces a bit of flicker, but it also opens up a whole bunch of possibilities like:
* more sprite and playfield colors (multiple colors per line)
* two hammers per level
* two enemy types per level, or even possibly prizes (?)
If you turn on Phosphor effect in Stella to get rid of the flicker it looks pretty amazing:
So I might play around with this a little and see if this all can be folded into a single hack.
Edited by CDS Games, Sat Dec 2, 2017 7:40 AM.
Posted Sat Dec 2, 2017 11:08 AM
I don't know... that sounds more like you're trying to make this closer to the arcade version, which is good... but I think what most of us liked is that your new levels were very much in the style of the original game, just expanded. Personally I was just hoping you could get the elevator working in level 3 and fix the few other bugs in the new levels so everything is playable. There is definitely a charm about the original 2600 game, even if it's a bit simple compared to the arcade version.
Posted Sat Dec 2, 2017 2:22 PM
Love the title and concept.
Posted Sat Dec 2, 2017 2:48 PM
Personally I was just hoping you could get the elevator working in level 3 and fix the few other bugs in the new levels so everything is playable. There is definitely a charm about the original 2600 game, even if it's a bit simple compared to the arcade version.
Oh I agree--that's the whole reason I started this. I wasn't excluding finishing the original Coleco-style version, just something new caught my attention and I thought it'd be cool to try and potentially throw into the mix.
This is a hobby, so I tend to work on what grabs my attention at the moment. Otherwise it'd be a job where the pay is positively atrocious.
Posted Wed Feb 21, 2018 9:30 PM
Oh I agree--that's the whole reason I started this. I wasn't excluding finishing the original Coleco-style version, just something new caught my attention and I thought it'd be cool to try and potentially throw into the mix.
This is a hobby, so I tend to work on what grabs my attention at the moment. Otherwise it'd be a job where the pay is positively atrocious.
Will this ever com out on cart??? the whole game???
Posted Thu Feb 22, 2018 7:24 PM
Will this ever com out on cart??? the whole game???
Given Nintendo's zealous protection of its intellectual property, I don't see how it could.
Posted Wed Apr 11, 2018 12:28 PM
Posted Wed May 30, 2018 10:59 PM
I can't figure out what I am doing wrong. I can get on a ride up the elevator and I can get on and ride down the elevator, But no matter what I try, I can't get off the the down elevator without it killing me.
Posted Sun Jun 10, 2018 6:10 AM
Any updates?
Posted Tue Jun 12, 2018 7:40 AM
I can't figure out what I am doing wrong. I can get on a ride up the elevator and I can get on and ride down the elevator, But no matter what I try, I can't get off the the down elevator without it killing me.
Which version? The one with invisible elevators? Start your jump when you are exactly at the level of the platform you are jumping onto. There's I think a four pixel allowance, but if you jump at the same level you should make it to the platform ok.
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