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CDS Games

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Everything posted by CDS Games

  1. Me neither. I think Albert released Turbo on a Coleco cart shell; I guess only he can answer how feasible CBS carts would be. "My" hack was the Arena and the expansion pack, at this point those just look like an appetizer for the main course. You guys have taken it so far beyond what I could've possibly done with it.
  2. Fantastic fix! What's the likelihood a cart version can be released with original CBS shells? Maybe as a limited edition, if enough quantities aren't available?
  3. I'll add a note to the original post outlining what's been going on in the rest of the thread--just to minimize confusion.
  4. Picked up a maze error in the screen with the four crosses--the Worrior can't move left from his position below. I've lost track of where all the data is, but that bit is probably a 3 and should be a 7.
  5. Love the enemies screen! Makes it easier to see the animation.
  6. I'm not sure--I can't see a way to do it at the moment.
  7. Wow, nice effect Nukey! I agree with iesposta about the priority "problem". Only thing I can suggest is maybe turn down the brightness on the star colors? They look about the same brightness as the enemies because of the flicker. In the arcade they are a more subtle background element.
  8. Anyone have any comments on improving graphics/animation before I open up the hood again? What looks good/like the arcade, what doesn't, etc?
  9. Nice iesposta! Thanks for posting that. The tone does sound spot on! Is that about how often the arcade game spoke too?
  10. Great question! The original game is a good idea. Or perhaps the enemies roster? http://www.co-optimus.com/editorial/635/page/2/co-op-classics-wizard-of-wor.html http://upload.wikimedia.org/wikipedia/en/5/5a/Wizard_of_wor_enemies.png All that text might not be feasible, but theoretically you could get away with just the enemy sprite and its score value in a pinch.
  11. Works great in Stella! Does that about wrap up the game play part of it? I need to work on some of those graphics some more...especially the up-down sprites. Gotta try to make the drop in resolution less obvious.
  12. Finally was able to work on this some more. Here's a new version with all the enemy graphics enhanced. WoW8k(fullgfx).bin
  13. Still any interest in this? If we can get a ramps > elevators conversion playable, here's the 2nd piece of the puzzle: the rivets level (almost) hacked into the cement factory/conveyor level. It's playable, but there are some bugs and I've turned obstacle collisions off temporarily. dkcementlevel3.bin Major issues still outstanding: 1) You can wander off the screen. I wrote a routine to address this but it didn't work. 2) You can walk across the center gap. One way I can think of to deal with this is to somehow change the 3rd tub from the top (which isn't supposed to move anyway) to a stationary one that sits still above the furnace. But I couldn't make that work. Not to take anything away from the fantastic DK projects out there...I just like the idea of good ol' classic Coleco 2600 DK with 4 levels.
  14. Thanks iesposta, and my apologies as I was remiss in not mentioning the speech strings you were working on as well. I believe the dungeon data space is all in there already, so what is more likely is that Nukey is waiting for me or someone else to get off our duffs and add the data. It's admittedly a slog...I had to force myself to finish coding all the arcade dungeons as is, and then I got distracted with shiny objects in Donkey Kong. The graphics have been improved as well...Nukey doubled the resolution. It's just no one volunteered to do new graphics for the enemies, and I haven't had time.
  15. All the dungeons will fit in the current 8k version that Nukey did. He left room for them--there are (if I remember right, I haven't checked in a while) a bunch of duplicate dungeons, some of which just have to be swapped out for the latest dungeons I added (post #67 and maybe some previous posts). Any graphics hacker (even me) could do that.<P> Even so, the code needs a tweak or two as well. Right now the dungeons don't play in exactly the correct arcade order--the Worlord screens appear too early if I remember right. If the rolling has to be fixed that's another issue. Is there really that much interest in a cart?
  16. My "build" should be just Nukey's with changed graphics. I don't know enough to fix rolling. I love the work done with it too--it's a really fantastic version and of course much better than playing 12 different 2-dungeon games.
  17. Brian C: No news. There's not much more I personally can do with it, except tweak the graphics and add the new screens. roryjr: There are a bunch of dungeons missing in the last 8k version. The room is there for them, so anyone could just hack them in, but the game code would still have to be rewritten to cycle through them properly. I'd love to help get a cart release together, but I'm at the limit of what I can do on the 8k Arcade version. If there is any interest in putting one or more of the 4k "expansion pack" versions on carts, that I can look into.
  18. The thread is here, and the latest "WoW Arcade" ROM is at post #63. It's incomplete but playable. http://atariage.com/forums/topic/209266-wizard-of-wor-2-the-arena/page__st__50 There's also an expansion pack for the regular 2600 version, featuring all the arcade dungeons--but of course each ROM has only 2 dungeons in it just like the CBS release.
  19. Alright, so to take stock, here is the complete Wizard of Wor Expansion Pack. Eleven 4k games (plus the original CBS release), which brings us up to the full 24 dungeons of the arcade game. WizardofWorExpansionPack.zip All of these files were posted earlier in the thread, except that there was one pixel corrected in Columns of Wor (thanks Nukey!). Some files were also renamed. This will be mostly superseded once the 8k Arcade version is finished, but it might be useful to practice a dungeon or if you have a particular fondness for the original 2600 release.
  20. Whew! Finally had time to wrap up the last six dungeons. MagicofWor.bin WorldofWor.bin DepthsofWor.bin Nukey, do you want me to add these into your latest version? Let me know if so, and in what order...I have some time this weekend.
  21. Here is the latest version with a revised worrior. WoW8k-gfx.bin There are two different shooting sprites but here they are both drawn the same, so that is an area we could save some extra room if necessary.
  22. Thanks johnnywc! No plans that I know of; it's way beyond me anyway. Can't be sure what anyone else has in the ol' noggin. Nukey: Ah, I see. Thanks a bunch for the corrections. This will make the graphics hacking go smoother--I'll redo the Worrior and reupload hopefully tonight.
  23. Not a huge deal....it works well enough if you ask me.
  24. Currently, each pair of lines in the sprite is actually in reverse order. So if you're drawing a sprite with lines 1-16, it'd need to be entered: 2,1,4,3,6,5,8,7, etc. I wasn't sure if there was a reason for that so I just went with it. I wouldn't mind sprite help actually. The worrior is drawn now, but all the enemies still need to be done. In the meantime, I really should concentrate on getting those last few dungeons finished.
  25. Fine, but no Meathead. Dang hippies!
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