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Surprise! Donkey Kong with Pokey sound


tep392

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I know I'm getting into really anal territory here, but what is a little killer for me considering the Elevator Stage is the hardest level is the spring bouncing or should I say landing is off from the Arcade placement.

 

The key with the Arcade version is you can safely stand at the right edge of the second elevator station while the springs bounce overhead. It is not too critical say during the earlier levels (1,2, maybe 3), but at or after the third level, the springs are just too fast to make it in time from the ladder that reached the top platform with Kong, to up the ladder holding Pauline. The spring nails you.

 

You have to climb the ladder to the top platform with Kong. Let the Spring go overhead. Dash past the ladder Pauline is on to above the second elevator (closest to Pauline's le on the left edge of it. The springs will safely fly over your head. Once you have the spring just over head. Then run to the right and up the ladder Pauline is on to safely make it without getting nailed by the spring.

 

The 7800 version has the springs landing, bouncing in different spots and if you are familiar with the arcade way of doing it, the game becomes quite frustrating trying to find the right spot where the spring doesn't nail you, yet you are close to the ladder just before reaching Pauline's platform.

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I'm attaching screenshots explaining the difference of spring landing between the Arcade and 7800. While doing so I noticed why the spring land points are different:

 

post-18-0-02365700-1350409274_thumb.pngpost-18-0-97339800-1350409360_thumb.jpg

 

In the above, the Arcade and 7800 land perfectly the same. Jumpman is able to stand at the top of the ladder without issue.

 

Now here:

 

post-18-0-00768000-1350409417_thumb.png post-18-0-29794000-1350409436_thumb.jpg

 

Notice how Jumpman is able to safely stay by the edge of the second set of elevators while the springs go overhead in the Arcade. This is crucial to be able to do in later stages of the game as the springs are too fast to make it up the last ladder to Pauline from the previous ladder. You need the extra second or two provided by being at that placement and then make the dash for the ladder.

 

You can't do that in the 7800, as the spring - as the screenshot shows, falls directly in the spot. However, looking at both sets of screenshots shows the real problem:

 

post-18-0-11687500-1350409876_thumb.png post-18-0-74074400-1350409903_thumb.jpg

 

While the Arcade level has been stretched horizontally to meet the 7800 resolution, it was not done so in a proportional manner. Look at the start and end marks of structures as they are not in the same spot correspondingly to what is adjacent as in the Arcade. The distances are not proportionally the same. Start and end points are different - spacing is different.

 

Unfortuantely, it looks like this is one 'fix' that cannot be done. At least not with the current level design.

Edited by Trebor
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Nice observations Trebor. I'm also curious if there is an interest in making the colors a little more "arcade perfect." The color values are a very simple change that could be included in this. I did a color hack of this game for my own collection but didn't feel it was worthy of an upload because I'm personally pretty much indifferent about changing the colors. In some ways, I prefer the arcade colors and in some ways I prefer the 7800 colors. I'm just wondering how others feel about it.

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Nice observations Trebor. I'm also curious if there is an interest in making the colors a little more "arcade perfect." The color values are a very simple change that could be included in this. I did a color hack of this game for my own collection but didn't feel it was worthy of an upload because I'm personally pretty much indifferent about changing the colors. In some ways, I prefer the arcade colors and in some ways I prefer the 7800 colors. I'm just wondering how others feel about it.

 

If tep was interested in such an update - which I think is a good idea - Honestly, it was one of the suggestions I actually held back on (lol). The thing that would also have to be decided by tep is what palette to choose. Donkey Kong officially had two palettes. The screenshots I have posted are from the more common one, but there is an alternative one - here they are side-by-side:

 

post-18-0-89235000-1350471834_thumb.pngpost-18-0-00326500-1350471836_thumb.png

post-18-0-87808600-1350471836_thumb.pngpost-18-0-83176100-1350471837_thumb.png

post-18-0-40446600-1350471838_thumb.pngpost-18-0-90230500-1350471838_thumb.png

post-18-0-92024300-1350471839_thumb.pngpost-18-0-45386200-1350471840_thumb.png

post-18-0-48492400-1350471841_thumb.pngpost-18-0-03845100-1350471842_thumb.png

 

The captures on the left are from the TKG-04 Video Hardware - Two board - more common set. The captures on the right are from the TKG-02 Video Hardware - Radarscope Conversion set.

 

For the curious, the external cab differences:

04 - typically Blue cabinets

02 - typically Red cabinets

Edited by Trebor
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That's very interesting. I wasn't aware that there were two arcade palettes. The one on the right actually is already a very close match to the 7800 version's chroma value (4) and luma value (6) of the girders. I took the light girder color and and dark girder color and blended them together giving a 7800 palette close equivalent of 45. If you take just the light color, the 7800 palette close equivalent would be about 47.

 

(Arcade palette colors)

Blended post-9364-0-10426700-1350491301.png Light only post-9364-0-02906400-1350491303.png

 

Looking at the version on the left, using the same color blending technique, the 7800 palette close equivalent could be 55 or 45 and 57 for just the light color.

 

(Arcade palette colors)

Blended post-9364-0-98746500-1350491305.png Light only post-9364-0-15289500-1350491308.png

 

 

In my opinion, the intermission Kong stacks look strange being orange in the arcade version, so I would make them the same color as the gameplay Kong. Right now Kong is F3 for hair and 5F for skin. The arcade colors would be 24 and 3C (I took a little bit of liberty with the skin value based on what looks best to me in-game).

 

 

Actually, I'll go ahead and list several of the color values; original vs. arcade matches:

 

Original        Arcade
------------------------------
Red Girders
46            45-46 (TKG-04) or 55-56 (TKG-02)

Blue Ladders
8C            AB

Mario blue
91            81 (TKG-04) or 82 (TKG-02)

Mario red
36            36 or 46

Mario skin
5F            3C

Donkey Kong hair
F3            24

Donkey Kong skin
5F            3C

Barrel dark
35            28

Barrel light
2A            2C

Barrel ring
7D            83

Oil can
84            83

 

The above list is just a sample, not an exhaustive list. I consider some of the original 7800 version colors an improvement, such as the barrels. But, I definitely would prefer if Mario's colors were updated. I'm indifferent about Kong and even the girders.

Edited by KevinMos3
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That's very interesting. I wasn't aware that there were two arcade palettes. The one on the right actually is already a very close match to the 7800 version's chroma value (4) and luma value (6) of the girders. I took the light girder color and and dark girder color and blended them together giving a 7800 palette close equivalent of 45. If you take just the light color, the 7800 palette close equivalent would be about 47.

 

(Arcade palette colors)

Blended post-9364-0-10426700-1350491301.png Light only post-9364-0-02906400-1350491303.png

 

Looking at the version on the left, using the same color blending technique, the 7800 palette close equivalent could be 55 or 45 and 57 for just the light color.

 

(Arcade palette colors)

Blended post-9364-0-98746500-1350491305.png Light only post-9364-0-15289500-1350491308.png

 

 

In my opinion, the intermission Kong stacks look strange being orange in the arcade version, so I would make them the same color as the gameplay Kong. Right now Kong is F3 for hair and 5F for skin. The arcade colors would be 24 and 3C (I took a little bit of liberty with the skin value based on what looks best to me in-game).

 

 

Actually, I'll go ahead and list several of the color values; original vs. arcade matches:

 

Original Arcade
------------------------------
Red Girders
46 45-46 (TKG-04) or 55-56 (TKG-02)

Blue Ladders
8C AB

Mario blue
91 81 (TKG-04) or 82 (TKG-02)

Mario red
36 36 or 46

Mario skin
5F 3C

Donkey Kong hair
F3 24

Donkey Kong skin
5F 3C

Barrel dark
35 28

Barrel light
2A 2C

Barrel ring
7D 83

Oil can
84 83

 

The above list is just a sample, not an exhaustive list. I consider some of the original 7800 version colors an improvement, such as the barrels. But, I definitely would prefer if Mario's colors were updated. I'm indifferent about Kong and even the girders.

 

Here it is with the color changes you have recommended. Note that the hammers and fire in the barrel share the same pallet with Kong so they changed along with him. This is still a work in progress and I don't have the cement containers added in yet.

 

I've only tested in Prosystem so it may not work in other emulators.

dk7800_pokey.a78

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Kevin,

 

Not to go off-topic (too much), but I am attaching the specific source file from MESS which list the RGB values used for the 7800 palette. Can you and would you be interested in correcting the issues with it?

 

Obviously, you know the Green-Blue issue with Tank Command.

Bob's Bentley Bear game highlights an issue with one of the palette selected values making something more brown when it should be green.

 

Source again is attached and here is the data values:

a7800.zip

 

/***************************************************************************

PALETTE

***************************************************************************/

#define NTSC_GREY \

MAKE_RGB(0x00,0x00,0x00), MAKE_RGB(0x25,0x25,0x25), MAKE_RGB(0x34,0x34,0x34), MAKE_RGB(0x4F,0x4F,0x4F), \

MAKE_RGB(0x5B,0x5B,0x5B), MAKE_RGB(0x69,0x69,0x69), MAKE_RGB(0x7B,0x7B,0x7B), MAKE_RGB(0x8A,0x8A,0x8A), \

MAKE_RGB(0xA7,0xA7,0xA7), MAKE_RGB(0xB9,0xB9,0xB9), MAKE_RGB(0xC5,0xC5,0xC5), MAKE_RGB(0xD0,0xD0,0xD0), \

MAKE_RGB(0xD7,0xD7,0xD7), MAKE_RGB(0xE1,0xE1,0xE1), MAKE_RGB(0xF4,0xF4,0xF4), MAKE_RGB(0xFF,0xFF,0xFF )

#define NTSC_GOLD \

MAKE_RGB(0x4C,0x32,0x00), MAKE_RGB(0x62,0x3A,0x00), MAKE_RGB(0x7B,0x4A,0x00), MAKE_RGB(0x9A,0x60,0x00), \

MAKE_RGB(0xB5,0x74,0x00), MAKE_RGB(0xCC,0x85,0x00), MAKE_RGB(0xE7,0x9E,0x08), MAKE_RGB(0xF7,0xAF,0x10), \

MAKE_RGB(0xFF,0xC3,0x18), MAKE_RGB(0xFF,0xD0,0x20), MAKE_RGB(0xFF,0xD8,0x28), MAKE_RGB(0xFF,0xDF,0x30), \

MAKE_RGB(0xFF,0xE6,0x3B), MAKE_RGB(0xFF,0xF4,0x40), MAKE_RGB(0xFF,0xFA,0x4B), MAKE_RGB(0xFF,0xFF,0x50 )

#define NTSC_ORANGE \

MAKE_RGB(0x99,0x25,0x00), MAKE_RGB(0xAA,0x25,0x00), MAKE_RGB(0xB4,0x25,0x00), MAKE_RGB(0xD3,0x30,0x00), \

MAKE_RGB(0xDD,0x48,0x02), MAKE_RGB(0xE2,0x50,0x09), MAKE_RGB(0xF4,0x67,0x00), MAKE_RGB(0xF4,0x75,0x10), \

MAKE_RGB(0xFF,0x9E,0x10), MAKE_RGB(0xFF,0xAC,0x20), MAKE_RGB(0xFF,0xBA,0x3A), MAKE_RGB(0xFF,0xBF,0x50), \

MAKE_RGB(0xFF,0xC6,0x6D), MAKE_RGB(0xFF,0xD5,0x80), MAKE_RGB(0xFF,0xE4,0x90), MAKE_RGB(0xFF,0xE6,0x99 )

#define NTSC_RED_ORANGE \

MAKE_RGB(0x98,0x0C,0x0C), MAKE_RGB(0x99,0x0C,0x0C), MAKE_RGB(0xC2,0x13,0x00), MAKE_RGB(0xD3,0x13,0x00), \

MAKE_RGB(0xE2,0x35,0x00), MAKE_RGB(0xE3,0x40,0x00), MAKE_RGB(0xE4,0x40,0x20), MAKE_RGB(0xE5,0x52,0x30), \

MAKE_RGB(0xFD,0x78,0x54), MAKE_RGB(0xFF,0x8A,0x6A), MAKE_RGB(0xFF,0x98,0x7C), MAKE_RGB(0xFF,0xA4,0x8B), \

MAKE_RGB(0xFF,0xB3,0x9E), MAKE_RGB(0xFF,0xC2,0xB2), MAKE_RGB(0xFF,0xD0,0xBA), MAKE_RGB(0xFF,0xD7,0xC0 )

#define NTSC_PINK \

MAKE_RGB(0x99,0x00,0x00), MAKE_RGB(0xA9,0x00,0x00), MAKE_RGB(0xC2,0x04,0x00), MAKE_RGB(0xD3,0x04,0x00), \

MAKE_RGB(0xDA,0x04,0x00), MAKE_RGB(0xDB,0x08,0x00), MAKE_RGB(0xE4,0x20,0x20), MAKE_RGB(0xF6,0x40,0x40), \

MAKE_RGB(0xFB,0x70,0x70), MAKE_RGB(0xFB,0x7E,0x7E), MAKE_RGB(0xFB,0x8F,0x8F), MAKE_RGB(0xFF,0x9F,0x9F), \

MAKE_RGB(0xFF,0xAB,0xAB), MAKE_RGB(0xFF,0xB9,0xB9), MAKE_RGB(0xFF,0xC9,0xC9), MAKE_RGB(0xFF,0xCF,0xCF )

#define NTSC_PURPLE \

MAKE_RGB(0x7E,0x00,0x50), MAKE_RGB(0x80,0x00,0x50), MAKE_RGB(0x80,0x00,0x5F), MAKE_RGB(0x95,0x0B,0x74), \

MAKE_RGB(0xAA,0x22,0x88), MAKE_RGB(0xBB,0x2F,0x9A), MAKE_RGB(0xCE,0x3F,0xAD), MAKE_RGB(0xD7,0x5A,0xB6), \

MAKE_RGB(0xE4,0x67,0xC3), MAKE_RGB(0xEF,0x72,0xCE), MAKE_RGB(0xFB,0x7E,0xDA), MAKE_RGB(0xFF,0x8D,0xE1), \

MAKE_RGB(0xFF,0x9D,0xE5), MAKE_RGB(0xFF,0xA5,0xE7), MAKE_RGB(0xFF,0xAF,0xEA), MAKE_RGB(0xFF,0xB8,0xEC )

#define NTSC_PURPLE_BLUE \

MAKE_RGB(0x48,0x00,0x6C), MAKE_RGB(0x5C,0x04,0x88), MAKE_RGB(0x65,0x0D,0x90), MAKE_RGB(0x7B,0x23,0xA7), \

MAKE_RGB(0x93,0x3B,0xBF), MAKE_RGB(0x9D,0x45,0xC9), MAKE_RGB(0xA7,0x4F,0xD3), MAKE_RGB(0xB2,0x5A,0xDE), \

MAKE_RGB(0xBD,0x65,0xE9), MAKE_RGB(0xC5,0x6D,0xF1), MAKE_RGB(0xCE,0x76,0xFA), MAKE_RGB(0xD5,0x83,0xFF), \

MAKE_RGB(0xDA,0x90,0xFF), MAKE_RGB(0xDE,0x9C,0xFF), MAKE_RGB(0xE2,0xA9,0xFF), MAKE_RGB(0xE6,0xB6,0xFF )

#define NTSC_BLUE1 \

MAKE_RGB(0x1B,0x00,0x70), MAKE_RGB(0x22,0x1B,0x8D), MAKE_RGB(0x37,0x30,0xA2), MAKE_RGB(0x48,0x41,0xB3), \

MAKE_RGB(0x59,0x52,0xC4), MAKE_RGB(0x63,0x5C,0xCE), MAKE_RGB(0x6F,0x68,0xDA), MAKE_RGB(0x7D,0x76,0xE8), \

MAKE_RGB(0x87,0x80,0xF8), MAKE_RGB(0x93,0x8C,0xFF), MAKE_RGB(0x9D,0x97,0xFF), MAKE_RGB(0xA8,0xA3,0xFF), \

MAKE_RGB(0xB3,0xAF,0xFF), MAKE_RGB(0xBC,0xB8,0xFF), MAKE_RGB(0xC4,0xC1,0xFF), MAKE_RGB(0xDA,0xD1,0xFF )

#define NTSC_BLUE2 \

MAKE_RGB(0x00,0x0D,0x7F), MAKE_RGB(0x00,0x12,0xA7), MAKE_RGB(0x00,0x18,0xC0), MAKE_RGB(0x0A,0x2B,0xD1), \

MAKE_RGB(0x1B,0x4A,0xE3), MAKE_RGB(0x2F,0x58,0xF0), MAKE_RGB(0x37,0x68,0xFF), MAKE_RGB(0x49,0x79,0xFF), \

MAKE_RGB(0x5B,0x85,0xFF), MAKE_RGB(0x6D,0x96,0xFF), MAKE_RGB(0x7F,0xA3,0xFF), MAKE_RGB(0x8C,0xAD,0xFF), \

MAKE_RGB(0x96,0xB4,0xFF), MAKE_RGB(0xA8,0xC0,0xFF), MAKE_RGB(0xB7,0xCB,0xFF), MAKE_RGB(0xC6,0xD6,0xFF )

#define NTSC_LIGHT_BLUE \

MAKE_RGB(0x00,0x29,0x5A), MAKE_RGB(0x00,0x38,0x76), MAKE_RGB(0x00,0x48,0x92), MAKE_RGB(0x00,0x5C,0xAC), \

MAKE_RGB(0x00,0x71,0xC6), MAKE_RGB(0x00,0x86,0xD0), MAKE_RGB(0x0A,0x9B,0xDF), MAKE_RGB(0x1A,0xA8,0xEC), \

MAKE_RGB(0x2B,0xB6,0xFF), MAKE_RGB(0x3F,0xC2,0xFF), MAKE_RGB(0x45,0xCB,0xFF), MAKE_RGB(0x59,0xD3,0xFF), \

MAKE_RGB(0x7F,0xDA,0xFF), MAKE_RGB(0x8F,0xDE,0xFF), MAKE_RGB(0xA0,0xE2,0xFF), MAKE_RGB(0xB0,0xEB,0xFF )

#define NTSC_TURQUOISE \

MAKE_RGB(0x00,0x4A,0x00), MAKE_RGB(0x00,0x4C,0x00), MAKE_RGB(0x00,0x6A,0x20), MAKE_RGB(0x50,0x8E,0x79), \

MAKE_RGB(0x40,0x99,0x99), MAKE_RGB(0x00,0x9C,0xAA), MAKE_RGB(0x00,0xA1,0xBB), MAKE_RGB(0x01,0xA4,0xCC), \

MAKE_RGB(0x03,0xA5,0xD7), MAKE_RGB(0x05,0xDA,0xE2), MAKE_RGB(0x18,0xE5,0xFF), MAKE_RGB(0x34,0xEA,0xFF), \

MAKE_RGB(0x49,0xEF,0xFF), MAKE_RGB(0x66,0xF2,0xFF), MAKE_RGB(0x84,0xF4,0xFF), MAKE_RGB(0x9E,0xF9,0xFF )

#define NTSC_GREEN_BLUE \

MAKE_RGB(0x00,0x4A,0x00), MAKE_RGB(0x00,0x5D,0x00), MAKE_RGB(0x00,0x70,0x00), MAKE_RGB(0x00,0x83,0x00), \

MAKE_RGB(0x00,0x95,0x00), MAKE_RGB(0x00,0xAB,0x00), MAKE_RGB(0x07,0xBD,0x07), MAKE_RGB(0x0A,0xD0,0x0A), \

MAKE_RGB(0x1A,0xD5,0x40), MAKE_RGB(0x5A,0xF1,0x77), MAKE_RGB(0x82,0xEF,0xA7), MAKE_RGB(0x84,0xED,0xD1), \

MAKE_RGB(0x89,0xFF,0xED), MAKE_RGB(0x7D,0xFF,0xFF), MAKE_RGB(0x93,0xFF,0xFF), MAKE_RGB(0x9B,0xFF,0xFF )

#define NTSC_GREEN \

MAKE_RGB(0x22,0x4A,0x03), MAKE_RGB(0x27,0x53,0x04), MAKE_RGB(0x30,0x64,0x05), MAKE_RGB(0x3C,0x77,0x0C), \

MAKE_RGB(0x45,0x8C,0x11), MAKE_RGB(0x5A,0xA5,0x13), MAKE_RGB(0x1B,0xD2,0x09), MAKE_RGB(0x1F,0xDD,0x00), \

MAKE_RGB(0x3D,0xCD,0x2D), MAKE_RGB(0x3D,0xCD,0x30), MAKE_RGB(0x58,0xCC,0x40), MAKE_RGB(0x60,0xD3,0x50), \

MAKE_RGB(0xA2,0xEC,0x55), MAKE_RGB(0xB3,0xF2,0x4A), MAKE_RGB(0xBB,0xF6,0x5D), MAKE_RGB(0xC4,0xF8,0x70 )

#define NTSC_YELLOW_GREEN \

MAKE_RGB(0x2E,0x3F,0x0C), MAKE_RGB(0x36,0x4A,0x0F), MAKE_RGB(0x40,0x56,0x15), MAKE_RGB(0x46,0x5F,0x17), \

MAKE_RGB(0x57,0x77,0x1A), MAKE_RGB(0x65,0x85,0x1C), MAKE_RGB(0x74,0x93,0x1D), MAKE_RGB(0x8F,0xA5,0x25), \

MAKE_RGB(0xAD,0xB7,0x2C), MAKE_RGB(0xBC,0xC7,0x30), MAKE_RGB(0xC9,0xD5,0x33), MAKE_RGB(0xD4,0xE0,0x3B), \

MAKE_RGB(0xE0,0xEC,0x42), MAKE_RGB(0xEA,0xF6,0x45), MAKE_RGB(0xF0,0xFD,0x47), MAKE_RGB(0xF4,0xFF,0x6F )

#define NTSC_ORANGE_GREEN \

MAKE_RGB(0x55,0x24,0x00), MAKE_RGB(0x5A,0x2C,0x00), MAKE_RGB(0x6C,0x3B,0x00), MAKE_RGB(0x79,0x4B,0x00), \

MAKE_RGB(0xB9,0x75,0x00), MAKE_RGB(0xBB,0x85,0x00), MAKE_RGB(0xC1,0xA1,0x20), MAKE_RGB(0xD0,0xB0,0x2F), \

MAKE_RGB(0xDE,0xBE,0x3F), MAKE_RGB(0xE6,0xC6,0x45), MAKE_RGB(0xED,0xCD,0x57), MAKE_RGB(0xF5,0xDB,0x62), \

MAKE_RGB(0xFB,0xE5,0x69), MAKE_RGB(0xFC,0xEE,0x6F), MAKE_RGB(0xFD,0xF3,0x77), MAKE_RGB(0xFD,0xF3,0x7F )

#define NTSC_LIGHT_ORANGE \

MAKE_RGB(0x5C,0x27,0x00), MAKE_RGB(0x5C,0x2F,0x00), MAKE_RGB(0x71,0x3B,0x00), MAKE_RGB(0x7B,0x48,0x00), \

MAKE_RGB(0xB9,0x68,0x20), MAKE_RGB(0xBB,0x72,0x20), MAKE_RGB(0xC5,0x86,0x29), MAKE_RGB(0xD7,0x96,0x33), \

MAKE_RGB(0xE6,0xA4,0x40), MAKE_RGB(0xF4,0xB1,0x4B), MAKE_RGB(0xFD,0xC1,0x58), MAKE_RGB(0xFF,0xCC,0x55), \

MAKE_RGB(0xFF,0xD4,0x61), MAKE_RGB(0xFF,0xDD,0x69), MAKE_RGB(0xFF,0xE6,0x79), MAKE_RGB(0xFF,0xEA,0x98 )

static const rgb_t a7800_palette[256*3] =

{

NTSC_GREY,

NTSC_GOLD,

NTSC_ORANGE,

NTSC_RED_ORANGE,

NTSC_PINK,

NTSC_PURPLE,

NTSC_PURPLE_BLUE,

NTSC_BLUE1,

NTSC_BLUE2,

NTSC_LIGHT_BLUE,

NTSC_TURQUOISE,

NTSC_GREEN_BLUE,

NTSC_GREEN,

NTSC_YELLOW_GREEN,

NTSC_ORANGE_GREEN,

NTSC_LIGHT_ORANGE

};

static const rgb_t a7800p_palette[256*3] =

{

NTSC_GREY,

NTSC_ORANGE_GREEN,

NTSC_GOLD,

NTSC_ORANGE,

NTSC_RED_ORANGE,

NTSC_PINK,

NTSC_PURPLE,

NTSC_PURPLE_BLUE,

NTSC_BLUE1,

NTSC_BLUE1,

NTSC_BLUE2,

NTSC_LIGHT_BLUE,

NTSC_TURQUOISE,

NTSC_GREEN_BLUE,

NTSC_GREEN,

NTSC_YELLOW_GREEN

};

 

/* Initialise the palette */

void a7800_state::palette_init()

{

palette_set_colors(machine(), 0, a7800_palette, ARRAY_LENGTH(a7800_palette));

}

 

PALETTE_INIT_MEMBER(a7800_state,a7800p)

{

palette_set_colors(machine(), 0, a7800p_palette, ARRAY_LENGTH(a7800p_palette));

}

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This is something I could certainly do. The only issue is that I'm getting ready for a big move in just 12 days. I have just a couple of projects I'm trying to wrap up in addition to prepping for a major life change. I'm not sure exactly what my living situation will be (on post of off post) and just how much free time I'll have for the next six months. Anyway, I'd love to help you out here, I'm just not sure when I'll be able to do it.

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This is something I could certainly do. The only issue is that I'm getting ready for a big move in just 12 days. I have just a couple of projects I'm trying to wrap up in addition to prepping for a major life change. I'm not sure exactly what my living situation will be (on post of off post) and just how much free time I'll have for the next six months. Anyway, I'd love to help you out here, I'm just not sure when I'll be able to do it.

 

No prob...completely understand. Thanks for replying...

"Real life" comes first :D

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Noticed an issue with color change, but not exactly sure why the issue is occurring. The Ramp stage, if you start a game on "Standard Mode" and play through level 1 - eveything looks fine. However, once you beat Level 1 and continue to Level 2, the barrels become somewhat discolored with a grey-blue effect instead of tan brown:

 

post-18-0-41245500-1350512259_thumb.jpgpost-18-0-29298200-1350512261_thumb.jpg

 

I thought at first it had to due with a color change in the game code once you begin level 2; however, if you start the game in advanced mode which begins at level 2, the barrels are the correct colors. And then it is Level 3, once you beat level 2 that has the incorrect colors:

 

post-18-0-87705900-1350512687_thumb.jpgpost-18-0-61041700-1350512689_thumb.jpg

 

However, like before, if you start on the next hard(est) setting - Expert, it begins on Level 3 and barrels are the correct color.

 

post-18-0-09893700-1350512833_thumb.jpg

 

So it seems the code - changes the barrel color on the second pass of the Ramp stage, regardless of starting level.

 

Nevertheless, love the updated palette - Mario is very much improved and the overall game does look more "Arcade-ish"...nice work!

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tep,

 

One other thing to perhaps make this "hack" stand out (Adding Pokey sound might have been considered 'just' a hack - at this point it is more like a new game/port ;-) )...anyhow, any chance of changing the font on the score/time/status?

 

Nothing drastic needed, just a little change up to make it really look - even if someone was just looking at the barrel/ramp stage (And missed or didin't realize the color changes) - as a different version from the original.

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tep,

 

One other thing to perhaps make this "hack" stand out (Adding Pokey sound might have been considered 'just' a hack - at this point it is more like a new game/port ;-) )...anyhow, any chance of changing the font on the score/time/status?

 

Nothing drastic needed, just a little change up to make it really look - even if someone was just looking at the barrel/ramp stage (And missed or didin't realize the color changes) - as a different version from the original.

 

 

 

 

...I wonder if this is possible, I pulled this from a my mockup to which I worked on some time ago (also I changed the graphics of the barrels as Trebor asked):

 

 

 

7800donkeykongarcadebon.gif

 

 

 

 

Tep,

after 20 years, Donkey Kong with Pokey sound is really a surprise for me.

Then came the "How High Can You Get?" screen (with high resolution :) ), the Intro and between level animations and I was speechless.

But having the Cement factory has exceeded all expectations,

for years it was said that this was not possible without the availability of the source code.

 

Tep, you're a genius! :lust:

 

Thank you again.

 

Marco

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This is really impressive. I have loathed the 7800 version, being a poor copy of the already lame Nintendo (Although the NES version is the BEST LOOKING home version, it lacks WAY too many of the gameplay elements that made eating the arcade a skill). I bet the Pokey chip can better emulate the sound effects (much like the improvements made in Pac-Man Collection Pokey). If only someone could tweak the 8-bit version too..

 

I digress...

 

Praises for the excellent work!

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I like those mock ups. The scores and lives look great! The question becomes, is this something that can be done? So, Tep, what do you think?

 

It's possible but I would need to make the numbers 8x8 pixels. The numbers in the mockup are 4 pixels wide. The reason is that the playfield is built with two characters per byte in the screen map. The screen is 40 characters wide, but the screen map is only 20 bytes wide. Each byte in the map specifies two consecutive characters in the font. Making the 1up, HI and 2up red on rivet and cement screen would require adding a DLI to change pallets after the top line is drawn but that wouldn't be too difficult.

 

So it's possible, but not very high on my priority list. After getting the cement screen finished, I need to work on some of the scoring disrepancies, PAL support, and HSC support. Minor tweaks to characters and colors are easy so I welcome those suggestions.

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It's possible but I would need to make the numbers 8x8 pixels. The numbers in the mockup are 4 pixels wide. The reason is that the playfield is built with two characters per byte in the screen map. The screen is 40 characters wide, but the screen map is only 20 bytes wide. Each byte in the map specifies two consecutive characters in the font. Making the 1up, HI and 2up red on rivet and cement screen would require adding a DLI to change pallets after the top line is drawn but that wouldn't be too difficult.

 

So it's possible, but not very high on my priority list. After getting the cement screen finished, I need to work on some of the scoring disrepancies, PAL support, and HSC support. Minor tweaks to characters and colors are easy so I welcome those suggestions.

 

 

Thanks for the explanation, I naively copied the numbers score from Ms. Pac-Man 7800 ...

so I tried to leave unchanged the original numbers and, even if there is no room for the 1up and 2up, I really like the result.

I hope that the mockup can help you to save some time in the calculation of the available space (unless I'm wrong again).

 

Tep, continues serenely your work.

We are excited about this project, but I do not forget that it costs considerable effort, therefore really appreciate your kind availability.

 

Marco

 

 

78dkscore1.png

 

 

78dkscore4.png

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This is really great. I have noticed a few issues, like the top level of conveyor belts should always rotate toward the center fire. I am a big DK nut, so I can point somethings out if you would like. I don't know how exact you're looking to go.. Either way, this is great.

I've been spending a lot of time trying to figure out the patterns on this level but It's still not clear how it should work. The top conveyors will change direction if Mario is at the bottom of the screen. I havn't quite figured out the timing of the direction changes though. If he's at the 2nd level, then these conveyors always go towards the fire barrel. The lower conveyor consistently changes direction when whenever kong reaches the left edge of the screen. I'm also having trouble figuring out where the cement "pies" should spawn. I have it implemented to be random, but it doesn't appear to be completely random on the arcade version. I may be imagining things, but it seems to depend on what level Mario is on.

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The bottom conveyor seems to almost switch direction at after a certain time has passed -- about 4.5 ticks of the bonus timer.. The top seems to change shortly after Kong beats his chest (about 3.5 ticks) The top level stops changing direction as soon as Mario is above the bottom conveyor. Funny. I never noticed the top changing directions on DK before.. I did in Crazy Kong, because the pies hover over the oil.

 

 

I noticed if the ladder was lowered on the new 7800 version, keeping Mario from climbing to the top, he has doesn't climb once it's extended again... It takes a down/up motion. However, it should also pull him down if he's close to the top.

 

The gap on the level below the oil can shouldn't be such a challenge to clear. I think they could be closer together. Mario almost goes through the floor when jumping right.

 

It just occured to me... Do NOT go by the NES "Arcade" version.. The NES version is way off. It does reverse up top while Mario is up there, and the fireballs are able to pass through the oil can.. The arcade doesn't allow either of those things. The fireballs are confined to the side they spawned on, unless they work their way around.

Edited by darryl1970
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I finished coding the moving ladders a couple days ago but havn't published it yet. I should have an update in a few days. The ladder will now pull Mario down if he hasn't finished climbing when it starts to move down. The ladder then has to go up a little before he can start climbing up again. I think it's pretty close to the arcade behavior now.

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