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D.K. VCS


Joe Musashi

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A while ago I came across Ivan's (LS_Dracon) Donkey Kong demo for the 2600 and was totally blown away. I'm usually not so fond of flickering tricks, but if a version with such graphics had existed back in the day I would have gone crazy, flicker or not.

So, I thought, why not try and program a title screen with these techniques. Turn's out the 2600 can actually come quite close to the arcade version. Left ist the VCS version in Stella, on the right a screenshot taken in MAME.

post-27536-0-79145600-1355524494_thumb.pngpost-27536-0-01986400-1355524502_thumb.png

If I find some time over the weekend I will program the rest icon_smile.gif

D.K.VCS_Title.bin

gallery_27536_1026_4189.png


post-13-0-81746200-1458007311.gif


Game Description

Donkey Kong VCS is a new conversion of the original arcade game for the Atari 2600 video computer system. Sporting 32K of ROM, this version for the first time features all four arcade stages as well as all cut-scenes. Additionally, the game includes multi-colored graphics plus arcade quality animations and sounds!

Controls

  • Joystick Left/Right - move Mario left/right
  • Joystick Up/Down - climb ladders up/down
  • Joystick Fire - jump
  • Console Reset - reset game and go to title screen
  • Console Select - on title screen select U.S. or Japanese stage order, on introduction screen select starting level L=1-9
  • Console Left Difficulty - A: 1 life, B: 3 lives
  • Console Right Difficulty - A: extra life at 20,000 points, B: extra life at 10,000 points

 

Releases

Version 1.0 ( #821 )

 

D.K.VCS_1.0_170304_NTSC.bin

D.K.VCS_1.0_170304_PAL60.bin

 

Source

 

D.K.VCS_1.0_Source

 

Older versions (WIP)

D.K.VCS_161113_NTSC.bin ( #792 )

D.K.VCS_161113_PAL60.bin

D.K.VCS_161008_NTSC.bin ( #788 )

D.K.VCS_161008_PAL60.bin

D.K.VCS_160731_NTSC.bin ( #774 )

D.K.VCS_160731_PAL60.bin

D.K.VCS_160618_NTSC.bin ( #758 )

D.K.VCS_160618_PAL60.bin

D.K.VCS_160425_NTSC.bin ( #753 )
D.K.VCS_160425_PAL60.bin
D.K.VCS_160412_NTSC.bin ( #708 )
D.K.VCS_160412_PAL60.bin
D.K.VCS_160327_NTSC.bin ( #692 )
D.K.VCS_160327_PAL60.bin
D.K.VCS_151217_NTSC.bin ( #654 )
D.K.VCS_151217_PAL60.bin
D.K.VCS_131110_NTSC.bin ( #533 )
D.K.VCS_131110_PAL60.bin
D.K.VCS_131009_NTSC.bin ( #508 )
D.K.VCS_131009_PAL60.bin
D.K.VCS_130617_NTSC.bin ( #300 )
D.K.VCS_130617_PAL60.bin
D.K.VCS_130423.bin ( #224 )
D.K.VCS_130225.bin ( #140 )
D.K.VCS_130204.bin ( #96 )
D.K.VCS_130114.bin ( #45 )
D.K.VCS_121217.bin ( #11 )

 

Portland Retro Gaming Expo versions (PRGE)

 

D.K.VCS_PRGE_151015_NTSC.bin ( #630 #635 )
D.K.VCS_PRGE_151015_PAL60.bin

D.K.VCS_PRGE_130929_NTSC.bin ( #485 )

 

Testing versions (TEST)

 

D.K.VCS_TEST_161113_NTSC.bin ( #792 )

D.K.VCS_TEST_161113_PAL60.bin

D.K.VCS_TEST_160525_NTSC.bin ( #755 )

D.K.VCS_TEST_160525_PAL60.bin

D.K.VCS_TEST_160418_NTSC.bin ( #727 )

D.K.VCS_TEST_160418_PAL60.bin


gallery_27536_1026_4189.png

Edited by Joe Musashi
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I loved the detail in the logo. Very cool idea to build the (girder holes? rivets?) that way. Perhaps you could do some respx bashing to avoid flickering in that area, but for the big Kong it probably be impossible to get all 4 colors without flicker. I had to do something similar when I was drawing Kong in my DK. I originally was using the ball to color his eyes white, but it didn't look as good as black for my graphics.

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I loved the detail in the logo. Very cool idea to build the (girder holes? rivets?) that way. Perhaps you could do some respx bashing to avoid flickering in that area, but for the big Kong it probably be impossible to get all 4 colors without flicker. I had to do something similar when I was drawing Kong in my DK. I originally was using the ball to color his eyes white, but it didn't look as good as black for my graphics.

 

Thanks! Yes, I've tried the RESP trick, but could not get it to work without flickering. It's difficult not only because of the asymetrical playfield but also because the dots neeed to be placed at multiples of 4 pixels. I got close yet could not create enough columns.

 

So, if anybody is able to figure out how to make this work, please let me know. I would be happy to include it.

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Here you go. I made a kernel to using an asymmetrical playfield instead of a reflected one, and I have all the dots and then some. I am using missiles to fill in a few holes in the middle. I eyeballed what you had done and I think I aligned it. The gap corresponds to where you have your gap.

 

 

post-7074-0-66649600-1355618305_thumb.png

 

 

Dots.zip

 

 

I also included an excel sheet I made a while back to build an asymmetrical playfield. You just copy and past the red dots to draw the playfield, and then use delete to clear them. Below the drawing area are tables where the nicely arranged byte values appear. I know there are other programs that do this, but for as few times as I need to do this I find this works well enough for me. I also pasted those values into the assembly file if you want to take a look.

 

 

post-7074-0-27403700-1355618505_thumb.jpg

 

Keep up the great work. I love the looks of that screen!

Jeff

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I took a second look, and I realized PF1 on the playfield right side wasn't being updated in time. So I did a second version. I wasn't able to keep the zeropage,y indexing for the color pointer though. Perhaps you could use and absolute,X index instead? It looked like you had some free ram (not sure), perhaps you could also load the color table into ram if need be.

 

 

Dots2.zip

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That's awesome, Jeff! I knew if someone could find a way to make the dots work without flickering, it would be you. Shifting GRP1 by one pixel is ingenious, I feel so stupid now :)

 

I'm trying to integrate it and post an update later the day.

 

BTW, cool idea with the spreadsheet. You should post it in the programming forum, a lot of people might overlook it here.

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So, I had some time over the weekend and programmed more of the game ;)

 

There is still a lot to do, but it's now in a playable state. You will find that I took some liberties and deviated from the original in some parts, though other parts are extremely accurate and are exact by pixel and frame.

(This version does not yet include Jeff's dot code as this is more difficult to integrate here.)

 

May it give you a little bit of the feeling how it would have been being a kid in 1981 and getting an arcade quality Donkey Kong for Christmas.

 

 

 

post-27536-0-92700800-1355784197_thumb.pngpost-27536-0-72118400-1355784209_thumb.png

post-27536-0-93429600-1355784221_thumb.pngpost-27536-0-71183200-1355784230_thumb.png

post-27536-0-90097400-1355784238_thumb.pngpost-27536-0-28862500-1355784246_thumb.png

post-27536-0-66621800-1355784254_thumb.pngpost-27536-0-50610100-1355784265_thumb.png

 

 

 

Merry Christmas!

D.K.VCS_121217.bin

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Great work there! I think you are taking a great approach in scrolling the levels. I found the screen height to be the biggest problem in DK. I think you should squeeze another section onto each screen though (I think Darrell was saying the same thing).

 

 

Fine detail in all the work. I wish there was a way to reduce the flicker on the big Kong's, but I can't think of any obvious way to do so.

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This is impressive Mr. Musashi! Please finish this game!

 

I'll post a mockup of others stages that I didn't finish for the demo, perhaps it can be used as inspiration, I don't really think on 2600 limitations to make them, that's why the laddes are white :

 

(The first screen need an inclinated girders, the elevator screen is too much optimistic for 2600 hardware, the pie factory and blue-ish screen is very doable IMO).

post-10940-0-88132800-1355833151_thumb.gif

Edited by LS_Dracon
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So, I had some time over the weekend and programmed more of the game ;)

 

There is still a lot to do, but it's now in a playable state. You will find that I took some liberties and deviated from the original in some parts, though other parts are extremely accurate and are exact by pixel and frame.

(This version does not yet include Jeff's dot code as this is more difficult to integrate here.)

 

May it give you a little bit of the feeling how it would have been being a kid in 1981 and getting an arcade quality Donkey Kong for Christmas.

 

 

 

post-27536-0-92700800-1355784197_thumb.pngpost-27536-0-72118400-1355784209_thumb.png

post-27536-0-93429600-1355784221_thumb.pngpost-27536-0-71183200-1355784230_thumb.png

post-27536-0-90097400-1355784238_thumb.pngpost-27536-0-28862500-1355784246_thumb.png

post-27536-0-66621800-1355784254_thumb.pngpost-27536-0-50610100-1355784265_thumb.png

 

 

 

Merry Christmas!

 

:o :love:

 

Holy smokes, there's just no end in sight to the incredible raw power the 2600 can muster when called upon! :lol:

 

And yes, such a quality DK release back in the day would have been incredible. If this version continues to be developed, we'll soon have something to compete with Carl's awesome DK Arcade for the Intellivision. Once again, the two best systems go head to head. :)

 

Excellent work here!

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