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what pack in game could compete with DK?


tyranthraxus

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If we're playing make believe hereI'm gonna stick with what really could have happened. The pack-in would have to be made by Atari. It would also have to be theopretically available for a late 1982 release.

 

We'd have to stick with the 13 launch titles for the 5200, what a pile of crap to choose from. Pretty much nothing but ports of PC games from 1980, and lousy ones ("Space Invaders") at that.

 

And games already released for the 2600 would be ineffective as a system seller. That takes away every single game except Galaxian (the 2600 version wasn't released until the following year.) Galaga was already in the arcades and Coleco had Gorf, leaving Galaxian very out-of-date.

 

They might as well have gone with Pac-Man, they really didn't have anything else to offer.

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Well, then somebody has finally done it! I just tested it on the Atari800win emu too, seems to work perfectly! Time to burn an Eprom!  

 

How come there's no more replies to this?! Donkey Kong on the 5200!

 

Cause it looks like DK on the 800 :D

 

Great news - how is the control?

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How come there's no more replies to this?! Donkey Kong on the 5200!

 

BECAUSE I JUST SAW IT.. HOLY CRAP! kenfused this is awesome!

 

I wonder if will be possible to get nice ol' Albert or CPUWIZ to put this on a cart for me..... ooooooohh my head... need rest :o :thumbsup: :o :thumbsup: :o :thumbsup:

 

What kinda label design would ya have? ;)

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What kinda label design would ya have?  ;)

 

Screw labels.. I don't really give a crap really :P It could be a white piece of paper with "Donkey Kong written on it with a Sharpie. It could just be a Super Breakout label. It could be a nice custom made label that says "Donkey Kong" with nice graphics and all. Or heck it could be a nice custom made label that says "Monkey King". :lol:

 

The 3rd option would be nice of course.. but in the end, I DON'T CARE! :D

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Well Pac-Man from the very beginning would have been a good start.

 

Yes, that certainly wouldn't given the 5200 a lot better sales punch from the get go instead of doing it 9 months later...

 

Donkey would've been a tough one to compete against as it was very hot in 82' Perhaps Tempest....

 

 

Tough to say, but certainly Super Breakout was THE worst choice for a pack-in.

 

 

 

Curt

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Nice tease but unfortunately Mario isn't controllable, I tried 3 different joysticks and all he'll do is run to the right and if you press the button, he'll jump. This game in it's current state is not playable, unless I am missing something. :(

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Awww darnit. That's too bad CPUWIZ. :( But oh well I remain hopeful. This is just the start. I don't care if it happens years from now but it's obviously 100% possible :P I've waited this long to play 5200 Donkey Kong, I'm a patient guy ;)

 

I presume our mystery guest who posted the BIN disabled the joystick on purpose, I bet it is done already. Of course I could be wrong. ;)

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I had no way to test in on a real 5200, so I figured I would throw it out and see what people think. Any one have good POT values for left & right and up and down thresholds? I am currently using 114+/-40 for for horizonal and vertical? Do the correct joysticks seem to work for player 1 & 2 (especially the buttons). It seemed to on MESS,but I couldn't test that on Atari800Win which it plays pretty well on. Should it be given a more modern copyright date, or message. (I was considering using something like "2003 Atari 8-bit port", but I went for the more realistic look hoping at least some people might think it was original at first glace) Unfornately, the 8-bit version seems to use almost all the ROM, so I needed more space for some 5200 support routines. Getting it into 16K ROM would take a lot more work. Overall, probably the hardest thing to do was to display the * and # characters. So far I have only spent a few hours on it the last three or four days...including gathering 5200 docs.

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I had no way to test in on a real 5200, so I figured I would throw it out and see what people think.  Any one have good POT values for left & right and up and down thresholds?  I am currently using 114+/-40  for for horizonal and vertical?  Do the correct joysticks seem to work for player 1 & 2 (especially the buttons). It seemed to on MESS,but I couldn't test that on Atari800Win which it plays pretty well on.  Should it be given a more modern copyright date, or message.  (I was considering using something like "2003 Atari 8-bit port", but I went for the more realistic look hoping at least some people might think it was original at first glace)  Unfornately, the 8-bit version seems to use almost all the ROM, so I needed more space for some 5200 support routines.  Getting it into 16K ROM would take a lot more work.  Overall, probably the hardest thing to do was to display the * and # characters.  So far I have only spent a few hours on it the last three or four days...including gathering 5200 docs.

 

The button works fine but the character just runs to the right and you can't move left at all, there is no response from the joystick whatsoever.

 

Try a value of 20 for left and 200 for right and I'll test that, if you want, send me a PM with the address in the ROM and I can poke around a bit until I find proper values.

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I had no way to test in on a real 5200, so I figured I would throw it out and see what people think.  Any one have good POT values for left & right and up and down thresholds?  I am currently using 114+/-40  for for horizonal and vertical?  Do the correct joysticks seem to work for player 1 & 2 (especially the buttons). It seemed to on MESS,but I couldn't test that on Atari800Win which it plays pretty well on.  Should it be given a more modern copyright date, or message.  (I was considering using something like "2003 Atari 8-bit port", but I went for the more realistic look hoping at least some people might think it was original at first glace)  Unfornately, the 8-bit version seems to use almost all the ROM, so I needed more space for some 5200 support routines.  Getting it into 16K ROM would take a lot more work.  Overall, probably the hardest thing to do was to display the * and # characters.  So far I have only spent a few hours on it the last three or four days...including gathering 5200 docs.

 

I like the copyright notice you have in there now. :) I need to burn this to a cartridge and see how it works with the Redemption adapter using 2600 joysticks. Is there any particular reason you'd want to reduce it to 16K, given that the 5200 supports 32K games natively and there's really no additional parts cost associated with 32K vs. 16K carts?

 

I'm sorry, I don't know what the threshold values are, but I could plug in a Pete's Test Cart and see what values a typical 5200 controller produces if that would help.

 

How long did it take you to port this from the 8-bit?

 

..Al

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Here are offsets into the file in hex of the thresholds if someone want to try and patch it. They are read in the VBI where DK normally reads the sticks, and I set POTGO after reading for the next interation since the normal VBI routine will not be called I think:

offset1, offset2 - currentval

(two offset to change for two controllers)

 

BC,D2 - A4 right

C0,D6 - 40 or 41 left

C7,DD - A4 down

CB,E1 - 40 or 41 up

 

 

I was assuming around 114 for center since that is about half the range. It is also possible maybe I am not doing something else run.

 

Here is the routine called in the vbi where normally Donkey kong does a read from PORTA (PIA on the computers)

 

GetStick:

lda #0

sta stickval

lda $E802

cmp #114+50

rol stickval

cmp #115-50

rol stickval

lda $E803

cmp #114+50

rol stickval

cmp #114-50

rol stickval

lda $E800

cmp #114+50

rol stickval

cmp #115-50

rol stickval

lda $E801

cmp #114+50

rol stickval

cmp #114-50

rol stickval

lda stickval

eor #2+8+32+128

sta POTGO

rts

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