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Classic Kong Demo


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#26 agradeneu OFFLINE  

agradeneu

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Posted Sun Jan 13, 2019 3:49 AM

I like the game, cool projects,  but the background looks out of place. For a game that mimics the SNES style graphics it does not really work.


Edited by agradeneu, Sun Jan 13, 2019 3:53 AM.


#27 swapd0 OFFLINE  

swapd0

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Posted Sun Jan 13, 2019 7:58 AM

Yes, the background (clouds) must be improved, now I'm coding the sprite engine into the GPU to avoid the slowdowns.



#28 Sapicco OFFLINE  

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Posted Sun Jan 13, 2019 8:57 AM

I will take one cart please once complete.

#29 JagChris OFFLINE  

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Posted Sun Jan 13, 2019 12:32 PM

Yes, the background (clouds) must be improved, now I'm coding the sprite engine into the GPU to avoid the slowdowns.


Lol that may not be what he meant.

Or it might be. Not sure.

#30 Swansea_Mariner OFFLINE  

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Posted Mon Jan 14, 2019 1:43 PM

I like the mix of old and New think it works really well.

#31 swapd0 OFFLINE  

swapd0

    Moonsweeper

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Posted Fri Feb 1, 2019 5:24 AM

I've uploaded a version using the GPU

 

Thanks to @42bs for the help.

 

Classic Kong Demo GPU version

 



#32 ls650 OFFLINE  

ls650

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Posted Fri Feb 1, 2019 11:16 AM

I put this on my Skunkboard this AM and gave it a couple of quick run-throughs. 

Unlike the previous demo this one doesn't lock up after one screen completed.

Looks good, plays well.  I didn't notice any issues.  I look forward to seeing more!



#33 agradeneu OFFLINE  

agradeneu

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Posted Fri Feb 1, 2019 11:49 AM

Performance much better! :-) Still some slowdowns/hiccups on NTSC hw though.



#34 Clint Thompson OFFLINE  

Clint Thompson

    River Patroller

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Posted Fri Feb 1, 2019 1:51 PM

Game is great, there's no way the massive slow down near the end of a level isn't bug related though may it be direct or indirectly related to coding as the Jag can certainly handle what's happening on-screen.

 

I am curious what testing purpose you are using the #6 for while having hammer in hand to blank out all the animated objects on screen is used for? #3 seems to offset the entire screen momentarily.

 

Have only made it to level 7 so far but will keep pushing on. The only recommendation I have at this point is to possibly lessen the volume of her screeching  help me  Oh NOOoooooo voice haha... otherwise it's good stuff! =) thanks for posting the ROM!


Edited by Clint Thompson, Fri Feb 1, 2019 1:56 PM.


#35 travistouchdown OFFLINE  

travistouchdown

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Posted Fri Feb 1, 2019 2:33 PM

Wow; this looks great.  The library of the jag is getting so deep i'm going to be able to start selling off some other classic systems soon for a lack of need.

 

Looking forward to seeing the final version of this and would definitely pick it up!



#36 swapd0 OFFLINE  

swapd0

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Posted Fri Feb 1, 2019 3:37 PM

Yes, maybe all sounds effects need to be normalised.

 

It looks that I need to speed up the code, also I want to change u235se to the latest version.



#37 42bs OFFLINE  

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Posted Fri Feb 1, 2019 4:32 PM

Really nice, impressive.

 

 

 

 

But, there is a lag when getting the hammer and also when it goes away.

And the left side of the the background scroller kind of flickers.

Sometimes it changes, then the right side flickers.


Edited by 42bs, Fri Feb 1, 2019 4:37 PM.


#38 Clint Thompson OFFLINE  

Clint Thompson

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Posted Fri Feb 1, 2019 4:38 PM

Yes, maybe all sounds effects need to be normalised.

 

It looks that I need to speed up the code, also I want to change u235se to the latest version.

 

Looking forward to it. Not sure how far it has been play tested but nice to see variety at least once you get to L7, not sure what else to expect if anything but hopefully a higher score =)



#39 swapd0 OFFLINE  

swapd0

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Posted Sat Feb 2, 2019 8:48 AM

Really nice, impressive.

 

 

 

 

But, there is a lag when getting the hammer and also when it goes away.

And the left side of the the background scroller kind of flickers.

Sometimes it changes, then the right side flickers.

 

It's an issue with the way the OP works, I'm using a 256 pixel resolution but the OP renders a few more pixel, also I don't have any clipping code and on the right side of a sprite you can't clip with pixel precision.

 

I'm going to fix it drawing two black strips on each side to display only 256 pixels, this was in my TODO list long time ago XD but I need those extra pixels to see the CPU usage changing BG register.


Edited by swapd0, Sat Feb 2, 2019 8:48 AM.


#40 ls650 OFFLINE  

ls650

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Posted Sat Feb 2, 2019 9:01 AM

How many different screens will be in the final product?



#41 swapd0 OFFLINE  

swapd0

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Posted Sat Feb 2, 2019 10:51 AM

4



#42 ls650 OFFLINE  

ls650

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Posted Sat Feb 2, 2019 2:07 PM

Nice!

#43 PeterG OFFLINE  

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Posted Sat Feb 2, 2019 3:46 PM

Cool jut tried it out. Never played an "original" donkey kong ame before so this was a first. It is really interesting how this looks like a snes game. Very interesting. Nice how all these things keep coming for our favorite console. Thanks for sharing.






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