Pixelboy #601 Posted July 11, 2013 Yeah, I understand. I guess I wouldn't want it delayed too long either. Hopefully most of the second run work won't interfere with his work on the DK game anyway. Let's just hope both are coming along nicely. One thing to keep in mind about Eduardo: He'll do whatever he's in the mood to do. Half the planet's population could cry out for DK, if he's not in the mood to work on DK, the planet will wait. Period. 3 Quote Share this post Link to post Share on other sites
san-d-2000 #602 Posted July 15, 2013 Im from another planet and i cry! :-) Quote Share this post Link to post Share on other sites
nanochess #603 Posted July 15, 2013 The quality of Opcode Games is worth the wait. I'm first in the line 1 Quote Share this post Link to post Share on other sites
SKELETOR68 #604 Posted July 15, 2013 <----- Second in line. Quote Share this post Link to post Share on other sites
kaz321123 #605 Posted June 11, 2014 bump! I love Donkey Kong! Quote Share this post Link to post Share on other sites
+opcode #606 Posted August 4, 2014 You know, I am working here trying to figure out how to scroll DK around during the conveyor belt stage. It is just a mess. It requires tons of sprites and tiles. I am trying my best since both the Adam and 7800 versions are doing that. However the ADAM version has severely compromised graphics, while the 7800 is just a more powerful system overall, where everything on screen is a sprite. So I am starting to believe it cannot be authentically emulated on the CV without flickering (involving not just DK itself but everything on screen as soon as we have about a dozen enemies on screen) or less than silk smooth animation. The fact that there are ladders and platforms in the background complicate things a lot. An option would be to animate it by tiles, 8 pixels a time. It isn't going to look good though. Or we can just forget about the scrolling thing and leave DK static like the current build. It has no influence on gameplay after all. Suggestions? 1 Quote Share this post Link to post Share on other sites
Kiwi #607 Posted August 4, 2014 If I have to move DK around, I would have him as sprite. 3 sprites per horizonal row for DK. And that stage ends when Mario climbed up to the line where DK is at. I can't imagine moving DK with a ton of preshifted tiles and I'm not sure of the result if the VPD would keep up. Quote Share this post Link to post Share on other sites
Pixelboy #608 Posted August 4, 2014 My suggestion to you is to contact me privately so we can try to figure this out. Two heads are better than one, we've face this kind of challenge together before for this project years ago (and we made adjustments along the way when it was needed) and after making such a great introduction sequence (with DK jumping to the left so arcade-perfect smooth) I say you shouldn't throw in the towel until we've had a chance to talk it over and explore every possibility. Quote Share this post Link to post Share on other sites
+opcode #609 Posted August 4, 2014 My suggestion to you is to contact me privately so we can try to figure this out. Two heads are better than one, we've face this kind of challenge together before for this project years ago (and we made adjustments along the way when it was needed) and after making such a great introduction sequence (with DK jumping to the left so arcade-perfect smooth) I say you shouldn't throw in the towel until we've had a chance to talk it over and explore every possibility. Doing it during intro sequence is one thing (you can use all the tiles and sprites you want), doing during gameplay is a whole new ballgame... But ok, let's see if we can come up with something. And Kiwi, DK would require 6 sprites per scanline, 12 total. That is why I need to use as many tiles as possible. The damn thing is a beast for a reason... 1 Quote Share this post Link to post Share on other sites
Pixelboy #610 Posted August 4, 2014 Doing it during intro sequence is one thing (you can use all the tiles and sprites you want), doing during gameplay is a whole new ballgame... But ok, let's see if we can come up with something. Alright, I'll be waiting to hear from you. 1 Quote Share this post Link to post Share on other sites
kaz321123 #611 Posted August 4, 2014 I wouldn't mind if Donkey Kong was static on one of the levels, if it makes programming way easier. The rest of the game would be so wonderful, I would not even notice. I've been watching this thread quite closely! The work you guys do is so awesome! Quote Share this post Link to post Share on other sites
+opcode #612 Posted August 4, 2014 I wouldn't mind if Donkey Kong was static on one of the levels, if it makes programming way easier. The rest of the game would be so wonderful, I would not even notice. I've been watching this thread quite closely! The work you guys do is so awesome! Making programming easier isn't really the case here. It is more a matter of being actually feasible considering the CV capabilities, in a way that won't negatively affect gameplay. 2 Quote Share this post Link to post Share on other sites
SKELETOR68 #613 Posted August 4, 2014 However it comes out, I will still pick it up for my SGM, one of the many reasons I ordered the SGM. 1 Quote Share this post Link to post Share on other sites
+opcode #614 Posted August 5, 2014 Pixelboy came up with a pretty good solution for the conveyor belt stage, kind of a compromise, but still better than a static DK... 2 Quote Share this post Link to post Share on other sites
retroillucid #615 Posted August 5, 2014 Pixelboy came up with a pretty good solution for the conveyor belt stage, kind of a compromise, but still better than a static DK... Excellent! 1 Quote Share this post Link to post Share on other sites
Pixelboy #616 Posted August 5, 2014 Pixelboy came up with a pretty good solution for the conveyor belt stage, kind of a compromise, but still better than a static DK... Even though you told me that you will take care of the implementation of my idea all by yourself, Eduardo, I kept on working on the graphics (both tiles and sprites) just to satisfy my curiosity. So far the system I devised works really well, although it uses a lot of tiles and sprites to cover small details. I'm at the point where DK's head partially touches the platform Pauline is standing on. If I can make that sensitive part work within the constraints we talked about, then every frame of animation along the conveyor belt will be validated, and if you encounter a problem with your own implementation, we'll be able to compare notes. EDIT: All frames of conveyor belt animation are now validated! I haven't counted the total number of distinct tiles and sprites, because that would take a while and I don't see the point of doing that now. I just wanted to see if it was doable. 4 Quote Share this post Link to post Share on other sites
CrazyBoss #617 Posted August 5, 2014 Doing it during intro sequence is one thing (you can use all the tiles and sprites you want), doing during gameplay is a whole new ballgame... But ok, let's see if we can come up with something. And Kiwi, DK would require 6 sprites per scanline, 12 total. That is why I need to use as many tiles as possible. The damn thing is a beast for a reason... Sound like a good project to PORT to MSX2 multicolor sprites and 8 sprites per scanline Quote Share this post Link to post Share on other sites
Bartsfam #618 Posted September 19, 2014 Not that it matters, but I'm curious: Is DKA licensed by Nintendo? I wonder if they (or other companies) even care about homebrew games for defunct consoles. Same with Pac-man collection. I'm guessing there's no license fee because that would eat up any profit you could make from producing and selling a few hundred cartridges. I know this is from an old quote...but I ran across this same question today on IGN. They were saying that perhaps Nintendo does NOT own the rights to the arcade version of DK any longer. http://www.ign.com/articles/2014/09/12/ign-plays-donkey-kong?watch Quote Share this post Link to post Share on other sites
SKELETOR68 #619 Posted October 17, 2014 Any news about this Cart being releast soon! For the Super Game Modual? Quote Share this post Link to post Share on other sites
NIAD #620 Posted October 17, 2014 Might not happen until next year. Quote Share this post Link to post Share on other sites
SKELETOR68 #621 Posted October 18, 2014 Thanks NIAD. Quote Share this post Link to post Share on other sites
nanochess #622 Posted October 18, 2014 Gosh! I forgot completely the date of ordering of my Super Game Module (2012?) but since then I'm waiting for DK Arcade Quote Share this post Link to post Share on other sites
SKELETOR68 #623 Posted October 19, 2014 I hear ya Nanochess, I got the SGM for Donkey Kong Arcade, all the other games are just icing on the cake. (Plus Super Zaxxon). 1 Quote Share this post Link to post Share on other sites
nanochess #624 Posted November 27, 2014 Hey Opcode, amaze us with another video of DKA Quote Share this post Link to post Share on other sites
AtariBrian #625 Posted November 27, 2014 Hey Opcode, amaze us with another video of DKA Video ? It would be amazing if this game actually came out . Quote Share this post Link to post Share on other sites