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Content Count
5,661 -
Joined
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Days Won
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Posts posted by Trebor
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First my utmost thanks and appreciation for Stella. It really is a fantatic emulator and is so well designed in functionality, options and accuracy.
Ok...Perhaps that was a little "buttering-up" for the question at hand :-)
Any chance of an Atari 7800 emulator named 'Maria'?
ProSystem emulation could really use it. I like MESS, but bugs still exist for titles like 'Kung-Fu Master', and the color palette really needs some work too.
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http://nestopia.sourceforge.net/
Version 1.25 released. Here's what's new:
Windows Fixes:
-Configuration file parse error after cheats were saved.
-Unquoted executable name on the command line.
-Archive filenames using non-ascii characters.
-File association bug.
-Katakana characters when using the 'clipboard-to-NES-screen' feature.
-Slight texel-to-pixel mapping inaccuracy.
Emulator Additions:
-NTSC composite video emulation. Requires a fast computer. Implementation by Blargg and NewRisingSun.
-Mapper 27.
Emulator Changes:
-Took out the database names. Too many errors.
Emulator Fixes:
-Mapper 16 IRQ timing. Fixes SD Gundam Gaiden - Knight Gundam Monogatari 2 - Hikari no Kishi.
-King of Fighters 99 (no-frame-IRQ hack).
-Save state errors with MMC3 games.
-Blitter producing garbage on screen (rare occasions).
-Some ISO C++ misstakes.
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Your viewpoint and sentiment was indeed instilled even deeper, as I just 'reorganized' my spare/game room. Sadly and quite honestly, it was a while since I played on an actual Atari system. After the 'reorganization', I found myself playing both my 4-switcher woodgrain and my Atari 7800. It reminded me, even more so, that nothing beats the real deal
I can definitely related to the purest view, but still love emulation too!

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I'm not becoming involved or taking sides concerning the issue of whether or not to release a 'demo only' or 'full version' of Beef Drop to cart/rom format or whatever. However, I do have to object to your above statement. There is no question about it... Playing the *real deal* is the best thing. Nonetheless, I think it is pretty ignorant to state that playing on an EMU is not playing Atari. Additionally, if it was not for emulation do you even think the homebrews and hacks we see would have seen the light of day? Do you really believe all bugs, debugging, troubleshooting and end user feedback would be possible without emulation? Perhaps, but it is highly unlikely.
I own an Atari 2600 and 7800, as well as a ColecoVision and NES. I use to own a 5200 and intellivision (They both 'bit the dust' years ago). I own a couple of "modern" systems as well, including a Dreamcast and a PS2. By far, "emulation" is my number one avenue of gameplay. For striking the best balance among time, space, conveience and practicality, emulation is at times (Many times) the only way or reasonable avenue.
Lest we not forget about MAME. Stating playing EMU is not playing Atari is the same as stating playing MAME is not playing the actual Arcade game. Again, would playing on actual arcade game be better more authentic experience? Absolutely. On the other hand, if you're playing Atari 2600/5200/7800 via an emulator, it is very close, if not almost indistinguishable, from playing the real thing at times. Especially, if you use a usb converter plug to connect your joystick to your computer, and utilize TV-Out on your graphics card.
I believe the correct or more accurate statement is "playing an EMU is not playing on an Atari system". However, when playing on an EMU you can still enjoy the gameplay, graphics, sound and excitement (At times maybe even more so) of the game as if it was on the actual system itself. Finally is not the most important thing about the system the games themselves?
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*THE* best NES emulator just received a very nice update:
Get it now!
http://nestopia.sourceforge.net/
----------------------------------------------------------------
1.24
----------------------------------------------------------------
Windows Port:
Additions:
- Unicode support. Win98/Me users need to obtain the Unicode Layer DLL (unicows.dll) from Microsoft's
site and place it in the same directory as Nestopia.
Evil hotlink: http://download.microsoft.com/download/b/7...642/unicows.exe
- Palette editor (video options dialog).
- NSV movie to AVI converter.
- Several new NSP file commands.
- Clipboard text can now be pasted into the screen through the menu or F12 when the Family Basic or
Subor keyboard is in use.
Changes:
- Original kailleraclient.dll replaced with Anti3D's version.
- Localized keyboard layout names.
- Better DirectInput to Family Basic keyboard mapping.
- Default save file path is now .\save instead of .\cartridge for consistency as some of the new save file
types aren't technically part of a cartridge.
- Various aestetic fixes.
Fixes:
- Menu->File->Sound Recorder->Rewind command is now disabled during recording.
- Workaround for the notorious VC8 iostream memory leak bug.
Emulation Core:
Additions:
- VRC7 sound chip (Lagrange Point).
- Mappers 137,138,139,141,143,145,146,147,148 and 149. Info from CaH4e3.
- UNIF boards 8157 and CC-21. Info from CaH4e3.
- Family Trainer, Subor Keyboard, Doremikko Keyboard (partial) and Party Tap expansion port devices.
- Turbo File using *.tf as file extension (some games by ASCII).
- Data Recorder using *.tp as file extension (Family Basic, Mach Rider, Excitebike, others).
- Datach Joint ROM System and Barcode Battler.
- 24C01+24C02 serial EEPROM for mapper 16 and 157.
- Secondary controller pad microphone via button press.
- Sound samples for Moero!! Pro Yakyuu.
- Option for allowing up/down and left/right button presses simultaneously.
- Some game database entries.
Fixes:
- FME-07 sound pitch.
- Mappers 76 and 83.
- Longer delay for FDS block-start reads. Fixes Time Twist.
- Some game database entries.
- NSF player bug with some FDS songs.
- Frame IRQ disabled by default (hack) for King of Fighters 97/98 and Sonic 3D Blast 6.
- Coefficients for the color emphasis modes. Info from Quietust.
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Hi Eduardo,
Any updates with this port? I'm still very excited about it, and hope that you will finish it up

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The first game is the hack of Pitfall with a girl hacked into the roll of Pitfall Harry.Done. Jungle_Jane__Hack_.bin
Why can’t a girl do it, besides the fact that they are too dainty and jungle adventures are man’s work.They're too busy shopping! Shopping_Spree__Hack_.bin
The next, of course, would be a hack of Pitfall II. I have not seen this version, but lets do it. The third would be Jungle Jane, the hack of Jungle Hunt.They have been done yet (I least I do not believe so).
The forth would be Tomb Raider 2600, the hack of Montezuma’s Revenge.Done. Tomb_Raider_2600__Hack_.bin
Congo Bongo with a girl hacked into the main character. The Ninja Duelist hack of Outlaw could just as easily be titled Lady Outlaws. I suppose Alien already has a female lead. Put a bow (or nice square boobs) on our blocky buddy in Adventure.I do not believe these have been done either.
NOTE: I do not take credit for any of the above Hacks. I forget who done what.
Perhaps the authors will reply to this thread.
Other ideas to get the pot stirred some more. Female H.E.R.O. (Another just add boobs perhaps). Spider-Woman (Obviously, a hack of Spider-Man).
Even more interesting (At least for me) would be a hack 'Masters of the Universe - The Power of He-Man' into 'She-Ra - Princess of Power'. Hack ideas: Hack opening screen of Adam turning into He-Man, into Adora turning into She-Ra. Hack He-Man in the Wind-Raider, into She-Ra on Swift-Wind (Or was it Wing?). Hack Skelator into Hordak. Change the Castle Greyskull battle scene into Whispering Woods...etc. I think this would make for one heck of a challenging an exciting hack.
However, they author(s?) would hack to be *very* low-key about it. Especially, since Masters of the Universe has recently seen face-lifts and DVD releases. If this was *really* to be pursued maybe they could bring he-man.org into helping or assisting with obtaining "blessings" for the release from the copyright holders (?)
Anyhow, I would say it's only a dream... but I seen some great hacks and other things become a reality... It really isn't *that* far fetched
Any Takers?

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Nestopia is not just "one of the best", it along with Nintendulator are THE top two NES emulators. And considering that Nestopia has a Windows port and a Mac port, it is THE best NES emulator for the Mac. For Linux users, FCE Ultra and its decendents are the best NES emulators.Anyway, if you are on Windows and are emulating the NES with something other than Nestopia or Nintendulator, you are probably missing out on a better experience that is more true to the original NES.
I was just trying to be "modest" about it...lol. Remember the thread not so long ago of some swearing their preferred NES emulator was the best?

http://www.atariage.com/forums/index.php?s...opic=76172&st=0
As I stated in that thread and just to emphasize - Nestopia is the best.
Again, didn't want to start that thread war again, and just trying to be modest about the emulator. Nonetheless, I agree with you 100%.

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One of the BEST NES Emulators has been updated:
Main Page:
http://sourceforge.net/projects/nestopia
Windows Nestopia 1.23 binary here:
http://prdownloads.sourceforge.net/nestopi...in.zip?download
WHATSNEW (Since Version 1.21):
----------------------------------------------------------------
1.23
----------------------------------------------------------------
Windows Port:
- Upgraded compiler.
- Added an option in the video dialog to automatically take advantage of other
display frequencies. It's disabled by default for compatibility reasons
but should be enabled for best performance.
- IDirect3DDevice9::SetDialogBoxMode() and D3DPRESENTFLAG_LOCKABLE_BACKBUFFER
are now ONLY set when a menu or window is visible in full-screen mode. Improves
speed and vsync timing.
- Added an option for tripple-buffering in the timing dialog.
- Emulation is now stopped upon menubar activation.
- The last selected file type in the launcher dialog is now remembered throughout
the application lifetime.
- File names that are too long to fit inside the screen message field are now
truncated using ellipses.
- Minor bug fixes.
----------------------------------------------------------------
1.22
----------------------------------------------------------------
Windows Port:
- Added support for RAR and 7-Zip files.
- Enabled use of XP visual styles.
- Cleaned up the GUI a bit and fixed proper tab ordering.
- Added cheat search support.
- Added some joystick options. People having joystick problems in earlier versions can now disable the buggy axes.
- Improved auto frame skipping performance.
- Fixed an FDS BIOS path saving bug.
- Fixed an auto IPS patching bug.
- Fixed a Wave file recording bug.
- Fixed an Alt+Tab from fullscreen bug.
- Fixed a cheats delete/clear bug.
Emulation Core:
- Added real-time rewinding support (up to 1 minute). To use it, assign it to any key and enable it in the Timing dialog.
- Added support for cheats in the whole address range.
- Added support for "Pro Action Rocky" cheat codes.
- Added DPCM channel sample interpolation and DC offset removal.
- Improved PPU vblank timing and flag behaviour, info from Blargg.
- Fixed mapper 6 and moved "Mi Hu Chen (hFFE)" to it, info from CaH4e3.
- Moved "Shin Samurai Spirits 2", "Power Rangers III" and "Power Rangers IV" to mapper 209.
- Moved "Mortal Kombat 3 - Special 56 People" to mapper 90.
- Hacked mapper 90, more games are playable now,
- Added mapper 148 and moved "Sugoro Quest - Dice no Senshitachi (asia)" to it.
- Added mapper 183, info from CaH4e3.
- Added mapper 186, info from CaH4e3.
- Fixed mapper 187, "King Of Fighters 96" is now playable.
- Added mapper 216, info from CaH4e3.
- Added DreamTech UNIF board, info from CaH4e3.
- Added H2288 UNIF board, info from Kevtris and CaH4e3.
- Added proper handling of FDS disk insert/eject during movie playing/recording.
----------------------------------------------------------------
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Hi All,
Attached is IMHO, the best NTSC palette thus far. I have done *very* little work to obtain these colors - as it is simply a hybrid of the hard work of AspiringSquire and FirebrandX on the ZSNES forum boards. I call this palette Trebor.pal (lol).
Using fbx.pal [Noted as FX] dated 11/22/2005 & RealityB.pal [Noted as RB] dated 11/10/2005 along with NESten Palette Editor inside NESten 0.61 Beta 1:
0/00 = RB
1/01 = RB
2/02 = RB
3/03 = RB
4/04 = RB
5/05 = FX
6/06 = FX
7/07 = FX
8/08 = FX
9/09 = FX
10/0A = FX
11/0B = FX
12/0C = FX
13/0D = RB
14/0E = RB
15/0F = RB
16/10 = RB
17/11 = RB
18/12 = RB
19/13 = RB
20/14 = RB
21/15 = FX
22/16 = FX
23/17 = FX
24/18 = FX
25/19 = FX
26/1A = FX
27/1B = FX
28/1C = FX
29/1D = RB
30/1E = RB
31/1F = RB
32/20 = Same in both
33/21 = RB
34/22 = RB
35/23 = RB
36/24 = RB
37/25 = FX
38/26 = FX
39/27 = FX
40/28 = FX
41/29 = FX
42/2A = FX
43/2B = FX
44/2C = FX
45/2D = RB
46/2E = RB
47/2F = RB
48/30 = Same in both
49/31 = RB
50/32 = RB
51/33 = RB
52/34 = RB
53/35 = FX
54/36 = FX
55/37 = FX
56/38 = FX
57/39 = FX
58/3A = FX
59/3B = FX
60/3C = FX
61/3D = RB
62/3E = RB
63/3F = RB
You get... tada...Trebor.pal
To explain further:
The blues, blacks, greys by AspiringSquire's RealityB.pal palette are the most accurate I have seen.
On the other hand, the reds, browns, greens in FirebrandX's fbx.pal are the most accurate I have seen as well.
Hence, the above hybrid.
My "accurate" statement is based on the following setup/equipment and observations.
1. Top Loader NES via Panasonic 27" TV.
2. Radeon 9800 Video Card connect to same television via S-Video.
3. Television screenshots of the NES from other individuals.
IMHO, the above "hybrid" of palettes is the best I have seen for NES NTSC colors. I know there's no *real* technical validity behind the palette. Nonetheless, just thought I share and see if anyone here had any thoughts or comments. If you are a PAL user you won't like it and the colors obviously will be wrong for you. However, any US NTSC users (hopefully) will enjoy it.
-Trebor
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Agreed. Nestopia is the best one, IMHO. Its compatibility is flawless. It has a host of options, including graphical filters, resolutions, sound settings, and supports every NES peripheral.
Most importantly, any game you throw at it plays and displays as it would on a *real* NES because it is a cycle exact emulator not scanline based like many other NES emulator. Nintendulator is also extemely accurate, but far less user friendly with far less features to sound, graphical, and input settings. FCEU(ltra) is also a very good emulator in accuracy. However, it is not as good as Nintendulator and falls even further short of Nestopia.
The other emulators mention: (N)NesterJ, VirtuaNES (I used this one prior to Nestopia being available), JNES, LoopyNES, and others are very good emulators that run better on slower system, and are good choices for a system that cannot handle the more accurate Nestopia. However, they are not cycle exact emulators and games which require exact timing functions to both gameplay and/or graphical functions will either crash or have problems.
I am not insulting the other emulators, and any of the NES emulators are amazing and far beyond anything I could do. Nonetheless, if you want accuracy, as well as all the 'bells and whistles', then the choice is Nestopia. There is not anything else like it right now. As stated, you do need a "beefier" machine to play it, compared to other less accurate NES emulators.
Here's the home page:
Regards,
Trebor
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Hi Eduardo,
Thanks for keeping us updated with you progress
Unfortunately, this build you posted either appears as a blank screen or some garbled number characters - nothing else, when loaded in the special Memory-Pak Mess 0.99 you posted previously.
-Trebor *Anxiously awaiting to see the progress*

*UPDATE: I deleted coleco.ini & coleco.cfg from their respective directories and tried again. Works fine now. Looking fantastic!

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If you clear the CHAMP rivet stage, you'll be treated to a nice end-game sequence that was supposed to be an intro to the sequel to CHAMP Kong (any guesses???
).
Donkey Kong Jr. ?!?!? No way!
'Back in the day' (and even now *cough* *cough*) , I really wish Champ Frogger (Frog-em), and Champ Burgertime (Burger Chef), were completed and released. Now to hear about this too...aaaaawwww...Johnny you are *killing* me.
I even have a kept the 'original' Champ Game ports (Prior to the new interface/graphic engine).Anyhow, thanks Johnnywc for giving Eduardo the green light. I'm more than ever anxious to see the fruits of this project. Opcode's ports are dead-on Arcade goodness
-Trebor
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BTW, I can include both the US and Japanese versions in the same cartridge, no problem. I will need an option screen anyway to let players change arcade dip switches.And Jonnywc, nice to meet you. I would love to include your boards (from CHAMP Kong), if you don't mind. You really did a nice job there.

Eduardo
So far so *great* Eduardo. This is *so* exciting. Thanks again for working on this port for the ColecoVision. I can't wait for the finished product! Keep up the great work!
Your above post is already too good to be true. US and Japanese versions (and if JohnnyWC gives you the green light), Champ Levels too! Excellent stuff!
-Trebor
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Believe it or not, MESS "recently" (Haven't tried it since the 0.80 release) has improved greatly. What I *do* like about MESS that Atari800Win Plus doesn't support is remapping of all functions of the console and controllers to any keyboard or joypad input.
Reset/Start/Pause and the Number Pad functions cannot be remapped for the Atari 5200 controllers under Atari800Win Plus.
-Trebor
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Finally, I anticipated these problems, and adapted Stella so that if launched with a ROM from the commandline, it doesn't use the ROM launcher. So someone could write a platform-specific frontend, and Stella would still work with it.And that I *gratefully* appreciate. I use Game Launcher for all my emulators:
http://www.dribin.org/dave/game_launcher/
Still works beautifully with Stella. Happy camper here

-Trebor
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Honestly this should work..First you load the ROM, specify the cart type. Check it to make sure it works. SAVE it as a CART file. Then create a batch file like this.
start/wait atari800win -5200 -cart %1
When you run the batch file with the parameter passed it should load correctly, no problems.
For XE mode it would be.
start/wait atari800win -xl -cart %1
and to load an executable it would be
start/wait atari800win -xl -run %1
I just tested it now and it works great! But you have to convert the file to .CAR format first (and save it). Be sure to delete your original .BIN file so you wont get confused. Make sure you have backups of your .BIN file as well since atari800win is the only emulator that really supports this format.
Now that I didn't know
I cannot wait until I get home to try it. Thanks!
UPDATE: Thank you! Thank you! Thank you! That worked perfectly Shannon. Every 5200 game works great launched directly from Command Line. *.car format works beautiful and conversion is simple and direct.
You saved me a lot of grief and headaches. Thanks again, Shannon
-Trebor
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Hello all,I was reading this thread and saw that CHAMP Kong was mentioned - thanks for the kind words Trebor!
Not to Hijack or side track this thread again, but no thanks is necessary. I honestly purchased both Champ Kong and Ms. Pac-em from your company. You really put out quality products and poured your heart into them.
That is why your ports were brought to mind. Opcode (Eduardo) brings to the plate a product that really has a special presentation to it (Not stating that all the other programmers/hackers/whatever do not). However, I just get this "feeling" when I play Opcode's ports which remind me of the same quality/care that I felt (And still feel playing your ports under DOSBox perfectly). Really, *really*, quality stuff.
I thank you for that, and I thank Eduardo for continuing his work on making real authentic ports with such high quaility professionalism and effort.
By the way.. have you considered whether you're going to base it on the U.S or Japanese version? The U.S. version is the reason most people here consider the Pie Level the "4th" level. When of course it's really just the simple 2nd level. Also it makes a difference whether you'd end up with people seeing the elevator and the pie stages in their intial stages of difficulty (wheras the U.S. version pops you in the elevator stage at the 2nd level of difficulty, and the Pie stage at the 3rd!). Just curiousThat's something I was thinking about myself. One thing I did not like about the Ocean C64 port is the boards are presented in the order they appear in Japan. Being a US game player, I was a tad disappointed with that. Then again, Arcade hacks like Crazy Kong used that Japanese order as well. Perhaps it can be an option? Before choosing difficulty level (Or whatever Eduardo has in store for the port
), you can select Japan or US board order. That would be a pretty cool feature.
-Trebor
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I'm not at home at the moment but I've found if you load 5200 carts in atari800winplus and use the convert option to convert them to CART. It stores the information that atari800win Plus needs to properly bank switch the file.You can then use the command line to load those images. You would then use the "-cart filename" option to load the cart. "-5200" for 5200 mode. "-xl" for xl mode. "-atari" for atari 800 mode, etc.
Indeed it can. Thank you
I actually discovered this thanks to Dan's post linking to his web page on Atari 5200 Emulation. It links the 'original' Atari 800 emulator which when you download Atari800 1.3.6, contains documation specifying this very switch (Which apparently has not been eliminated in the "Plus" incarnations).
Additionally, I tried it with the "last" VSX release (Release 3). It also works. I *was* happier than a pig in mud...lol. Unfortunately, it does not fix, and there is no switch (At least none documented or I can figure out) which specifies what the 5200 cart type is (One or two chip). Atari800Win(Plus) (Hence VSX too, as it is basically a 'scaled down'/'simplified' Atari800WinPlus), pops up a Window when you load the 5200 images and you have to specify whether it is a one or two chip cartridge. That's my problem now. FWIW, two chip works for every image I throw at it.
Both Dan's VSS emulator (DOS Based), and MESS (Many graphical/compatibility bugs still left) do not require you to tell the emulator if it is a one or two chip cartridge. It loads the image and starts the game immediately when launched.
I would *really* love to have a way to do this with Atari 800 Win (Plus) because it is (I believe) the most compatible. For instance, it runs Mr. Do's Castle with no issue/problem. Nonethless, if MESS improves or there is another emulator that is XP friendly that can be ran from the command line and has a high compatablity rate that would suffice, obviously
Nonethless, thanks Shannon for replying. I appreciate you trying to help me.
-Trebor
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In the other post I meant of course the 2 normal DK/Jr games and the 2 super versions. Are you sure that they're hacks? I thought they just ported the Adam versions?It depends which version you are talking about. The 16KB version is both for ColecoVision and Adam. The 24Kb was 'originally' designed for the Adam - but no additions were added to it due to time constraints to get the system 'out the door' (Plus, if I recall correctly, there were left over carts - or something to the affect). Both versions work in an actual Colecovision fine.
The Super DK! which is "Colecovision friendly" is just a hacked-up version of original Donkey Kong, Donkey Kong Jr (The Donkey Kong used on the Pie/Cement Level), and *some* of the official/full version of Super DK! which was released on the Adam. Some of the details concerning this port are provided here:
http://www.digitpress.com/reviews/superdonkeykong.htm
There *is* a full/complete Super DK! which was released for the Coleco Adam and does not work on a ColecoVision. That port is not widely distributed or easily available on the net and took me a *long* time to obtain a copy. Sadly, I cannot get it to play on any Adam Emulator (Like there's a lot of those..lol).
What *really* adds to the confusion is the fact that the 24Kb version or/and the "hacked" version is often referred to and referenced as the "Adam" version. That is true to a degree for the 24Kb version of the orginal Donkey Kong. However, the Super DK! version which many people have obtained or is easy to download and find is *not* an official Adam or ColecoVision release. It is a ROM/Game Hack.
Donkey Kong Jr. is another story. The Super DK Jr. which is available and playable on a ColecoVision emulator is more complete and polished that it's Super DK! counterpart. Nonetheless, it too is a *hack*. It is a scaled down version of the *real* Super DK Jr. which was released on the Adam. Again, incorrectly many sites/tools list the 'hack' version as the Adam Version. This is wrong. There is an official/complete Super DK Jr. for the Adam, which like Super DK! for the Adam is not easily obtainable or downloadable on the net.
Both official versions for the Adam took me *years* to obtain, and I cannot run them under any currect Adam Emulators. I believe it has in part to do with the disk images not being the "standard" or "acceptable" sizes in the emulators for the Adam which are available. I have to check again (I'm a work now).
However, I believe they are the "raw" *.dsk images (Disk Images). I never had the pleasure of actually playing these version on the Adam - nor did I own the computer at it's release. Nonetheless, you can find the official/full/retail versions of Super DK! and Super Donkey Kong Jr. I do have the link saved on my personal computer at home.
I believe the misinformation and mislabelling of the Donkey Kong (Jr) ports are due to:
1. Many Colecovision titles on the carts are labelled for the ColecoVision and ADAM computer.
2. The fact that they *do* play on a real Coleco Adam.
Nonetheless, the actual Super DK! and Super DK Jr games/roms for the ColecoVision are hacks. Not the complete or intended ports for the Adam computer.
I hope this clear things up
-Trebor
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I can see two options:1) We could add new screens to the current DK 4 screen structure. Few screens, but fairly complex ones.
2) We could add a screen editor. Though it would result in not so complex screens, I can see several advantages here. First I would create a screen editor. So user would create new screens himself and save them in the MemoryPack. The final game would have several dozen different screens. I have seen such editors before, and each screen doesn't take more than a hundred bytes. However each individual screen should be constructed from predetermined elements and respect predefined rules. If we have a good number of screens, we could make Mario face DK in just a few of them. What do you think?
Sorry, for the multiple posts - More things come to me as I (excitedly) look this thread over.
When/if you do choose to add "extra" - I do like option 1. For some ideas you can try/play Crazy Kong in MAME (If you do not recall or ever played it in the Arcades). Additionally, before arcade emulation took off, a small company known as ChampGames really created some fantastic Arcade Game Ports for the PC. They used basically the same notion of first trying to replicate the Arcade Original and then a "Champ" version (Which they really did a good job in both regards). The company is long defunct, and ChampGames have giving permission (By the author/founder) for their games to be freely distributed. See their Donkey Kong (Champ Kong) game here:
http://www.champ-em.com/kong.htm
-Trebor
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Yes, there are two different versions. The original which I believe came in two different cart memory sizes - I believe a 16Kb version and a 24Kb version. However, no change in gameplay despite the cart size difference.
Then there is 'Super DK!". Basically, a hacked version of the above which adds the cement/pie factory level - incompleted, no 'challenge' and a "Donkey Kong Jr." looking Donkey Kong placed in the level. Additionally, it added *some* of the intermission/animation sequences (However, poorly/choppy done).
I am looking *very* forward to this port. Even more so than the 'Pac-Man Collection'. Donkey Kong is probably my favorite arcade games from the classic era. I would love to see it receive the "Opcode" touch.
-Trebor
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My wife thinks the same... So how about the new layout bellow? I replaced Level with Lives so the later is closer to the current player score...Your wife has great taste, indeed. I like the new layout. It's a keeper
I see... Well, I would love to do that, but unfortunately the CV has its graphic limitations. It isn't easy to scale down things cause one of the biggest CV's graphic shortcomes is the way it handles colors. With Pac-Man it was easy since the maze is plain blue, but DK has fairly detailed graphics. Anyway, since I would be using actual arcade code, gameplay wouldn't be that different, though not so accurate as Pac-Man...No big deal. I appreciate the explanation. I must admit, those screenshots *do* look close to arcade perfect, nonetheless
You are right. I trying to figure out a good way to port the rivets screen. I hope to post some options here later today.
Excellent. I'm glad to heat that. In fact, the screenshots already tell the tale. I'm loving it already!
Not yet. In fact I haven't even released the game yet. But when I release the final image, you are going to need an emulator with MegaCart bank switch support (the final game is a little bit larger than 64KB) in order to play it...
Ahhh, a challenge to Emu author's out there. I wonder who will support it first? Does any emu support it, yet?
In any event, as a final note, my humble 2 cents is the "extra"/"additional" levels - outside of the arcade orginal four - should take a back seat to first adding all the intermissions/animations and changing ending tunes played at the end/defeat of the rivet screen. Again, just my humble 2 cents.
-Trebor
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Hi Eduardo,
I believe the third probably looks the most "Arcade-like" based. And, I do believe you are leaning towards the third, as your only one mock-up for the pie/cement level has that layout. However, I like the second better because the timer information doesn't drop so low into the game-field area. So my preference is #1 for the second layout, #2 for the third layout, and #3 for the first layout.
I must say, I was quite surprised to see none of the three options with the correct arcade aspect-ratio (Vertical layout). One of the major solid features I loved with your 'Pac-Man Collection' was retaining that very feature. BTW, in that thread my favorite port (C64 Ocean) is so because one of the major pros is the attention to keeping the port vertical, rather than horizontally streteched to fit the screen.
In any event, vertical or horizontally layout, I'm sure your port will be a winner
Okay, just one last note on the horizontal/vertical layout. I really believe the gameplay is affected - not so much on the barrels, pie/cement factor, or elevator levels but - on the rivets screen. Another reason why the vertical layout is the way to go.
-Trebor
P.S. I know the images for Space Invaders is available (To play in emulators). Have you released the images for the complete version of 'Pac-Man Collection' (Not just a demo)?

Question for Stella author(s?)
in Emulation
Posted
A debugger would be nice, but I would just be content with "near-perfect" colors and emulation first. You might not think the color issue is so bad (Especially if you've only been playing via emulation). However, once you take a look at the real deal on a TV and then have an emulator like MESS outputing to that same television (My setup has a 27" Panasonic, Radeon 9800 via S-Video Out), you realize the need for a better palette.
Additionally, with the limited amount of games available for the 7800, it would be nice to be able to play all of them in their full glory. Besides the Kung-Fu Master issue, there is timing issues with items like the scrolling story in Karateka. Even more timing issues that stand out in homebrews like Beef Drop.
Anyhow, the Stella emulator is so well done and although I am not demanding or expecting anything, considering how closely the 2600 and 7800 are related technically, I was curious if the thought has even passed (Or better yet if anything is in the works from) the Stella author(s).