Jump to content
Sign in to follow this  
lucifershalo

I dream of a arcade perfect Donkey Kong...

Recommended Posts

after Lady Bug and the new pac-Man version

I cant believe that a better port of Donkey Kong and Donkey Kong jr is not possible

I know that it probably wont be put on cart

as it is a Nintendo copyright

otherwise to avoid the cart memory limitation 2 carts per game could be gone as for Miner 2049er and volume 2

Share this post


Link to post
Share on other sites
after Lady Bug and the new pac-Man version

I cant believe that a better port of Donkey Kong and Donkey Kong jr is not possible

I know that it probably wont be put on cart

as it is a Nintendo copyright

otherwise to avoid the cart memory limitation 2 carts per game could be gone as for Miner 2049er and volume 2

 

clearly there were some attempts done

I checked donkey kong missing level

but it is not playable

Share this post


Link to post
Share on other sites
I cant believe that a better port of Donkey Kong and Donkey Kong jr is not possible

 

...and you shouldn't. Better ports of existing titles are always possible. It just takes the will to create them.

 

 

BTW gameplay always trumps everything else (lesson learned the hard way when hacking Adventure).

Share this post


Link to post
Share on other sites
I cant believe that a better port of Donkey Kong and Donkey Kong jr is not possible

 

...and you shouldn't. Better ports of existing titles are always possible. It just takes the will to create them.

 

 

BTW gameplay always trumps everything else (lesson learned the hard way when hacking Adventure).

 

about gameplay: I think that all retrogamers agree about that ....otherwise we would play PS3 games :cool:

Share this post


Link to post
Share on other sites
after Lady Bug and the new pac-Man version

I cant believe that a better port of Donkey Kong and Donkey Kong jr is not possible

I know that it probably wont be put on cart

as it is a Nintendo copyright

otherwise to avoid the cart memory limitation 2 carts per game could be gone as for Miner 2049er and volume 2

 

I said the very same thing about 1 year ago. I was hoping that some of our game makers would have taken up the fight and tried to make Donkey Kong as good as the Atariage Pac-Man arcade port. I am still waiting!!!

 

:( :ponder: :(

Share this post


Link to post
Share on other sites
Maybe not "arcade perfect" but an improvement over what we've already got is not unrealistic. Let's face it, 2600 Donkey Kong isn't exactly a masterpiece.

 

Not a masterpiece, but certainly not in the same pile-o'crap league as the 2600 DK Junior game.

Share this post


Link to post
Share on other sites

Nintendo can take a leap if one of AA's Finest takes a go at it!!

Simply call the game "Monkey Kong" "Crazy Kong" or "Monkey King"

Problem solved!

WP

Share this post


Link to post
Share on other sites

(this is old, there are already many many threads with this and referencing it.)

 

but anyway, just for shats n guggles.

 

The code isn't mine, the cc ones are by adavie, and the dk one is by lost monkey, coders

trying to prove i'm not too out of my gourd.

 

the pictures, I made, using all 2600 pixel sizes (playfield, player, missle) by hand, took many hours. and these pix are modified from the original to more closely fit what the 2600 can do, objects with only 2 colors per scanline, a maximum of 8 colors across the entire picture, # of lines displayed kept within 2600 specs, etc.

 

Your dreams look anything like this?

Share this post


Link to post
Share on other sites
(this is old, there are already many many threads with this and referencing it.)

 

but anyway, just for shats n guggles.

 

The code isn't mine, the cc ones are by adavie, and the dk one is by lost monkey, coders

trying to prove i'm not too out of my gourd.

 

the pictures, I made, using all 2600 pixel sizes (playfield, player, missle) by hand, took many hours. and these pix are modified from the original to more closely fit what the 2600 can do, objects with only 2 colors per scanline, a maximum of 8 colors across the entire picture, # of lines displayed kept within 2600 specs, etc.

 

Your dreams look anything like this?

 

 

Thats pretty impressive! Anyone who can design a Donkey Kong like that on the Atari 2600 deserves more credit then someone making a X-box 360 title! Its like working a miracle with practically nothing!

Share this post


Link to post
Share on other sites
the pictures, I made, using all 2600 pixel sizes (playfield, player, missle) by hand, took many hours. and these pix are modified from the original to more closely fit what the 2600 can do, objects with only 2 colors per scanline, a maximum of 8 colors across the entire picture, # of lines displayed kept within 2600 specs, etc.

Looks impressive - but - it doesn't look doable. For one, the sprites on the 2600 are limited to 1 color per scanline, not 2. For another, the playfield is normally a single color per scanline(especially with all the objects that are going to be displayed), so the slanting ramps would have to be a single red, not different shades of red, plus the ladder sections that are on the same scanlines as the ramps would be red, not blue.

Share this post


Link to post
Share on other sites

One can always hope, but if I had a dollar for every time I someone started this topic...

 

It would be nice if this ever gets done. Still, I like all the original content that people are making these days. I've played DK to death. Not sure it's the kind of game that you could do well enough on the VCS to make it more desirable than some of the new and original homebrews. That said, if Andrew can pull of Boulderdash, then who knows?

Share this post


Link to post
Share on other sites
the pictures, I made, using all 2600 pixel sizes (playfield, player, missle) by hand, took many hours. and these pix are modified from the original to more closely fit what the 2600 can do, objects with only 2 colors per scanline, a maximum of 8 colors across the entire picture, # of lines displayed kept within 2600 specs, etc.

Looks impressive - but - it doesn't look doable. For one, the sprites on the 2600 are limited to 1 color per scanline, not 2. For another, the playfield is normally a single color per scanline(especially with all the objects that are going to be displayed), so the slanting ramps would have to be a single red, not different shades of red, plus the ladder sections that are on the same scanlines as the ramps would be red, not blue.

 

well, the playfield/player/missle combination that is controllable per scanline can create 'sprites' that are more than one color per scanline.

 

http://www.atariprotos.com/2600/software/rocky/rocky.htm

 

for example, natsha's helicopter 'sprite' is 3 colors per scanline (pink, black and purple.)

also look at ataris 3d cube and see how many colors per scanline it manages.

 

since the 2600 is reliant upon a kernal that builds a display one scanline at a time, i don't think it's safe to write anything out just off hand. heck, remember when they said anything even closely resembling a bitmapped image would never be possible on the 2600 and then theres adavie doin it anyway.

Share this post


Link to post
Share on other sites
well, the playfield/player/missle combination that is controllable per scanline can create 'sprites' that are more than one color per scanline.

 

http://www.atariprotos.com/2600/software/rocky/rocky.htm

 

for example, natsha's helicopter 'sprite' is 3 colors per scanline (pink, black and purple.)

That works fine provided no other sprites or missiles conflict on those same scanlines, notice how Natasha's up there all by herself? That's not the case in your DK mockups where DK, Mario, Fireballs, etc all occur in the same areas on the screen. Even Damsel in Distress Pauline, who initially looks very doable(um, no pun intended) up there all by herself, turns out not to be as Mario (depending on the player's skills) eventually makes it to the top.

 

also look at ataris 3d cube and see how many colors per scanline it manages
and I notice there's nothing else showing(sprites, missiles, or ball) on the 3d cube where that playfield is so very colorful. Ya think there's a reason for that?

 

since the 2600 is reliant upon a kernal that builds a display one scanline at a time, i don't think it's safe to write anything out just off hand. heck, remember when they said anything even closely resembling a bitmapped image would never be possible on the 2600 and then theres adavie doin it anyway.
Um, yeah, I didn't know that... :ponder:

 

All I can say is start reading this and get cracking on your grand remake of DK.

Share this post


Link to post
Share on other sites
well, the playfield/player/missle combination that is controllable per scanline can create 'sprites' that are more than one color per scanline.

 

Natasha consists of three overlapping sprites, one of which would have to be the same color as the playfield if the latter were displayed.

 

While the 2600 has very few hard limits (look at Toyshop Trouble--four sprites per scan line, each with independent shape and color, at single-line resolution) all video data has to be pumped through a 1.19MHz 6507 microprocessor. While it's possible to change a single color register up to 24 times in a displayed scan line (twelve consecutive INC COLUBK instructions would write the background color twice each), it probably isn't very useful. The trick to programming the 2600 is to figure out what combinations of things the CPU can do on a scan line that will look cool. On Toyshop Trouble, for example, the playfield doesn't change on the scan lines with all the toys. If it did, there wouldn't be enough cycles available for all the sprite updates (even just the sprite updates, not counting masking, looping, unavoidable register shuffling overhead, or other such things, take up 64 cycles out of 76). Just maintaining a 32-wide playfield with independent left and right sides requires a minimum of 28 cycles per line--more likely 32. Add two sprites with single-line color and shape, and you're up to a minimum of 64. Adding the necessary conditional logic for two sprites will probably push things over 76. If you try to include anything else, it certainly will.

Share this post


Link to post
Share on other sites

my grand remake? heheh. My how some screen mockups touch some folks off. Amos on the Amiga represents the peak of my coding skeelz.

 

Love Medieval Mayhem, btw, great stuff. Nice multicolor per scanline dragon in that game :)

 

really, though, this one has already been well and duly flogged, as I mentioned, this has been in other threads.

 

http://www.atariage.com/forums/index.php?s...;hl=donkey+kong

 

http://www.atariage.com/forums/index.php?s...;hl=donkey+kong

 

Enjoy the flogging, if you like.

 

I never intended to say this is '100% as shown doable' (which I mention in the original threads, ram, flicker, etc.) tho I'd like to see how close one could come.

 

But that's all besides the point, as I felt they were perfect for the 'dream of a arcade perfect donkey kong' on the 2600.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...