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CDS Games

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Posts 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. Sprites are -finally- centered in the corridors. I gave up trying to squeeze more cycles out of the subroutine and just padded the tables with a zero above and below each bitmap ;) So the starfield priority is also fixed. There's still a LAX opcode being used in the sub I'm looking to eliminate, tho (it's the only illegal op in the hack).

     

    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. Would it be possible to change the name of this forum thread? Only after it reached five pages did I get curious and discover this is more than just a WoW hack with different mazes. Others might also be ignorant.

     

    I'm not sure--I can't see a way to do it at the moment.


  4. 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.


  5. What should be done with the leftover 4k bank? Put the original (bugfixed) game there which could be selected on powerup?

     

    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.


  6. 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.

     

    msg-31389-0-94124500-1373629897.jpg

     

    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.

    • Like 4

  7. I am trying to find time to make AtariVox speech strings for Wizard of Wor.

    I am sure Nukey is trying to find time to put all the maze data and speech in one rom file.

    Things like this just take time, usually more time than you would think they should.

     

    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. :grin: 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.


  8. So, would all the dungeons fit in 32k? If so, is there anyone who would be willing to do it? Anyone? Please. I'd certainly buy it. I loved the original 2600 game and with all the dungeons, this should be a top seller. Anyone that would buy it, chime in.

     

    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?


  9. oh. That's a bit disappointing since I was hoping for the stability to be improved. I use a harmony cart. The rolling is better in your latest build compared to Nukey's last build, but it still rolls more than I would like. I love the work done with it, but the screen rolling is a major issue that I would like to see squashed.

     

    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.


  10. 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.


  11. 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.

    • Like 1

  12. 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.


  13. No need to do sprites (unless Claudio requests help there), I only need speech data which neither of us can do. But the sprite shapes are layed out in memory exactly how they appear onscreen (although upside-down)...16 bytes high. Everything uses 2 frames of animation (via flipping to an adjacent page). An enemy dying uses bytes $FC00-$FC0F for it's first frame, and $FD00-$FD0F for the next (for example).

     

    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.

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