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Captured on my 7800 with s-video mod. The lag from my capture card caused me to have a really hard time with the Knife-throwers. I was still able to complete a round though.
https://www.youtube.com/watch?v=E35CUX1kGw8


I've been wanting to edit Kung-Fu Master for a long time. I started out by mostly just editing the legs. However, I know talent when I see it, so I contacted PAC-MAN RED, and a much more extensive sprite edit was underway. What is included here is truly a collaborative work. Many of these sprites are straight from him, some are my own, some are combinations of his and mine. All characters in the game were redrawn from scratch by either PAC-MAN RED or myself. For example: The final boss's defensive stance was taken straight from the arcade and sized down to this version, then cleaned up. There are a couple other characters that this was done to as well (Thomas' walk, the 1st level boss' club-overhead stance). So, you could say certain sprites are "arcade perfect," inasmuch as possible.

I also hunted down all the colors in the game. Many colors were matched with the arcade and then re-adjusted to coordinate with other colors in this version or to stand out more from the background (a pure arcade palette would be much too pastel).

There is more that can be done (especially with the final boss if I can ever find those last few sprites to edit so that I could implement more of the contributed sprites) (done). Anyway, I cannot thank PAC-MAN RED enough for the help with giving this game a much more arcade look. Now, if only the game were expanded to 48K or more with the addition of the jump-kick, fall-away deaths and maybe even stairs between levels... that would be a dream come true. So without further ado:

Update 5-Sep-2016: My apologies to everyone... I didn't realize I never uploaded the latest version of this. I believe my last updates were on 15 September 2013, so I'm almost 3 years late. Only the pictures of the 1st level have been updated below, so the other pictures do not reflect the changes. However, not much changed on the other levels, besides the Floor Indicator, so the pics aren't too different from the ROM.

post-9364-0-04401000-1350923112_thumb.png post-9364-0-22740100-1473106818_thumb.png post-9364-0-36539600-1473106832_thumb.png post-9364-0-37179300-1358120955_thumb.png post-9364-0-85821500-1358120069_thumb.png post-9364-0-57670800-1358120070_thumb.png post-9364-0-31987900-1358120071_thumb.png post-9364-0-78559400-1358120072_thumb.png

Don't forget... new ROM means new MD5 checksum, so if you're using the ProSystem emulator, add these lines to your prosystem.dat icon_wink.gif

[4fc0b16e3a5c463790a04fb42a1e4c40]
title=Kung Fu Master (RC2)
type=0
pokey=false
controller1=1
controller2=1
region=0
flags=2

Kung-Fu Master (RC2).a78

Kung-Fu Master (RC2).bin

 

Here's a label for an Atari style cart:

msg-9364-0-20578300-1348858990_thumb.jpg


Older versions:

Update 6-22-2013: changes from last version - Finally located the last few sprites for the end boss that had been eluding me. Changed some colors slightly to try and make certain characters stand out against the background a bit more. The Level 3 boss (giant) might need more tweaking, so let me know how he looks on your TV. I've not updated the pictures to reflect changes.

post-9364-0-04401000-1350923112_thumb.png post-9364-0-10705400-1358120957_thumb.png post-9364-0-87910400-1358120068_thumb.png post-9364-0-37179300-1358120955_thumb.png post-9364-0-85821500-1358120069_thumb.png post-9364-0-57670800-1358120070_thumb.png post-9364-0-31987900-1358120071_thumb.png post-9364-0-78559400-1358120072_thumb.png

Don't forget... new ROM means new MD5 checksum, so add these lines to your prosystem.dat icon_wink.gif

[41b1dfe4174ad5434f1ef1aeeac90592]
title=Kung Fu Master (New Sprites v5)
type=0
pokey=false
controller1=1
controller2=1
region=0
flags=2;

Kung-Fu Master (6-22-13).a78
Kung-Fu Master (6-22-13).bin

 

 

Version 4:
Add these lines to your prosystem.dat for v4:

[9418d198559ed2aed8ed43ec21c25f53]
title=Kung Fu Master (New Sprites v4)
type=0
pokey=false
controller1=1
controller2=1
region=0
flags=2;

Kung-Fu Master (1-16-13).a78
Kung-Fu Master (1-16-13).bin


Version 3:
Add these lines to your prosystem.dat for v3:

[04d5187f0f80144b3b7532f75e1ae67c]
title=Kung Fu Master (New Sprites v3)
type=0
pokey=false
controller1=1
controller2=1
region=0
flags=2;

Kung-Fu Master (1-13-13).a78
Kung-Fu Master (1-13-13).bin


Version 2:
post-9364-0-41768100-1350923115_thumb.png

Messing around with arcade colors in the title... Nah.
post-9364-0-42563300-1350923704_thumb.png

Add these lines to your prosystem.dat for v2

[38b150fc969a2d90c5b75bd2b3269d5c]
title=Kung Fu Master (New Sprites v2)
type=0
pokey=false
controller1=1
controller2=1
region=0
flags=2;

Kung-Fu Master (New Sprites).a78
Kung-Fu Master (New Sprites).bin


1st version: (excerpted from original post)... It was primarily the legs and feet that always bothered me, so I redrew those parts to make him look a little more like the arcade. The legs and feet got touched up more or less on all characters except the mini guys. Also, the henchmen got a bit of additional tweaking. I decided to leave the arms "reaching out" because there are only 2 frames of animation and I thought the grabbing frame needed to actually be grabbing. However, I think they have a little less of a zombie walk now. It could use more, but I'm more happy with it than I was.

Add these lines to your prosystem.dat for v1

[090938ebc12da56a4520d7e02fd2868b]
title=Kung Fu Master (Edit)
type=0
pokey=false
controller1=1
controller2=1
region=0
flags=2;

post-9364-0-18550900-1349087251_thumb.png
Kung-Fu Master (edit).a78
Kung-Fu Master (edit).bin

 

Edited by KevinMos3
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New roms attached in first post. This will be the last version of this edit for quite a while, at least until I have free time again which will be months from now.

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Should be easy to do. It's a 32K rom, so you don't need any special bankswitching fanciness. :)

 

You could use any old common cart such as Pole Position II and install a hex inverter, or you could use a board that already has an inverter or a place to put one. You can find some good cart info here http://atarihq.com/d...a7800cart.shtml as well as some other places. Of course, you could also go the easy route and order a custom cart from the AA store.

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Thank you VERY much for that. I was looking for that exact tutorial recently. I knew I'd seen it before but couldn't seem to find it and was having trouble knowing just how to search for it.

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Thank you VERY much for that. I was looking for that exact tutorial recently. I knew I'd seen it before but couldn't seem to find it and was having trouble knowing just how to search for it.

No problem. Glad you find it helpful :)

 

-Jeff

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I think one of the only things that could truly make this even better would be the ability to jump-kick and jump-punch. Definitely made fighting the big guy at the end of the third floor a lot easier.

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Thanks. I could possibly do a small cart run if there is sufficient demand. I won't be available to do so until next summer at the earliest, but it's definitely possible; just a matter of when.

 

Of course, you are also always free to order a custom cart from the AA store. I've even provided a label in the 1st post if you want to go that route.

Edited by KevinMos3

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Yeah, when you grew up on the NES port and arcade original the Atari versions just seemed to be lacking. Especially with the 7800 and the failure to use both buttons on that version. I'm not sure how many managed to get to Mr X, much less beat him without jump kicks.

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I've tried this on ProSystem but I'm having trouble. The bottom part of the screen does not get rendered correctly. All the colors are off for some reason. Has anyone else experienced this?

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I've tried this on ProSystem but I'm having trouble. The bottom part of the screen does not get rendered correctly. All the colors are off for some reason. Has anyone else experienced this?
You need to look at the 1st post and add those lines to your prosystem dat.

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You need to look at the 1st post and add those lines to your prosystem dat.

 

I did and I still have the same problem.

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I just re-checked it and that's definitely the correct MD5 & settings for that ROM. Maybe your dat file isn't being used by Prosystem. Make sure it's enabled and that the correct dat file is being used by the emulator. I remember having that issue in the past. Also, make sure you copy/paste those lines as they are because I think I had an issue one time when I was using an MD5 hash in all caps. Don't quote me on that one. :)

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I will have to check on that, then. Thank you. I did copy and paste the text as it is, so I would hope that is not the problem! :)

 

Edit: Well, that did the trick! Thanks!

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At this time, that's beyond my capabilites. Hopefully someday I'll be able to do things like that.

 

I've actually got an update to this hack almost ready to post. While working on it I was thinking how nice it would be to eventually make some meaningful changes, (like adding an extra frame for the kick recoil, fall-away enemy deaths, putting in stairs at the end of the level (I have no idea how difficult that would be), and having sounds resembling the "Hya!" instead of a "Pak"). However, all those dreams will require someone with actual skills. ;)

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Nevermind, answered my own dumb question.

 

Looks good, thanks!

Edited by RickR

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