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Donkey Kong Arcade (ColecoVision)

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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.

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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?

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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.

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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.

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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...

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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. :)

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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!

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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.

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Pixelboy came up with a pretty good solution for the conveyor belt stage, kind of a compromise, but still better than a static DK...

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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. :)

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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 ;)

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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

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Gosh! I forgot completely the date of ordering of my Super Game Module (2012?) but since then I'm waiting for DK Arcade :D

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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).

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