LS_Dracon #76 Posted January 19, 2013 (edited) Sloped girders is a much needed as it is part of the game design. I agree that looks worse because the single color, anyway it's only on first screen, you can use multi colored girders on others stages. I don't recomend to flicker the PF, I tryed and looks realy bad. For better looking, the horizontal girders on first screen need to be single colored too. It's my suggestion, if you don't mind : Edited January 19, 2013 by LS_Dracon 5 Quote Share this post Link to post Share on other sites
sqoon #77 Posted January 19, 2013 Well, the recent Wii/3DS version with the pie factory is out there too... and is about as legal. Nothing illegal about the DK Pie Factory game ROM. Nintendo programmed it for release on virtual console. Quote Share this post Link to post Share on other sites
raindog #78 Posted January 20, 2013 (edited) Nothing illegal about the DK Pie Factory game ROM. Nintendo programmed it for release on virtual console. Ripping the ROM out of the Wii game and passing it around the Internet is, though, and people have done that. That's what I meant by "out there". Edited January 20, 2013 by raindog Quote Share this post Link to post Share on other sites
sqoon #79 Posted January 20, 2013 Funny thing though is that Nintendo has to know about Retrozone and nothing has been said. Quote Share this post Link to post Share on other sites
Raygunn #80 Posted January 21, 2013 OK, OK I had to do this... 5 Quote Share this post Link to post Share on other sites
Joe Musashi #81 Posted January 21, 2013 Very cool BTW, the font that I used to make the VCS logo can be found here (MumboSSK). Quote Share this post Link to post Share on other sites
Joe Musashi #82 Posted January 21, 2013 The atari 8-bit version uses fractional positioning too: 00A0 = 0001 ptxl ds 1 ; fractional jumpman X position 00A1 = 0001 ptxh ds 1 ; integer jumpman X position 00A2 = 0001 ptyl ds 1 ; fractional jumpman Y position 00A3 = 0001 ptyh ds 1 ; integer jumpman Y position See http://www.atariage....y kong source for the source. Thanks for digging that out! It should be particularly helpful for designing the enemy AI. I checked with MAME and it seems that the horizontal jump speed of the original is one pixel every two frames (or 0.5 pixel/frame on average). That's easy to implement. Unfortunately, the arcade version has square pixels, and this then translates to one pixel every four frames for rectangular pixels on the VCS. I tried that and it results in the correct jump distance, but it looks horrible. Like Mario is shivering when jumping. Before I do that I will first see if I can cheat and instead of decreasing the horizontal speed try making the vertical movement faster or less high. Just so that Mario cannot jump over the elevator gaps. Quote Share this post Link to post Share on other sites
Joe Musashi #83 Posted January 21, 2013 Sloped girders is a much needed as it is part of the game design. I agree that looks worse because the single color, anyway it's only on first screen, you can use multi colored girders on others stages. I don't recomend to flicker the PF, I tryed and looks realy bad. For better looking, the horizontal girders on first screen need to be single colored too. It's my suggestion, if you don't mind : Very nice! It's a bit too optimistic for my kernel, though. The best I could probably do would be: That came out better than I thought. I might try it at some point to see how it looks. But it's very inconsistent with the style of the other levels. Compared to the other levels, for me it feels sort of like going from the Centipede title screen to the game screen 5 Quote Share this post Link to post Share on other sites
LS_Dracon #84 Posted January 21, 2013 Very nice! It's a bit too optimistic for my kernel, though. The best I could probably do would be: That came out better than I thought. I might try it at some point to see how it looks. But it's very inconsistent with the style of the other levels. Compared to the other levels, for me it feels sort of like going from the Centipede title screen to the game screen Looks good enough! Perhaps make all levels with single colored girders. You always loose things when design a game for atari 2600. The sprites, new levels, title and intermission screens will worth the remake. Quote Share this post Link to post Share on other sites
+Omegamatrix #85 Posted January 22, 2013 The sloped girders look sweet! If you got rom space you might consider writing some individual kernels to switch the PF color mid line and get the ladder all white. If not, perhaps you could improvise by making those ladders "broken" by missing a few rungs. I don't remember off hand what ladders were broken in the arcade version, as I just grew up with the Colecovision version of DK. Great progress here! Jeff Quote Share this post Link to post Share on other sites
Csonicgo #86 Posted January 22, 2013 The sloped girders look sweet! If you got rom space you might consider writing some individual kernels to switch the PF color mid line and get the ladder all white. If not, perhaps you could improvise by making those ladders "broken" by missing a few rungs. I don't remember off hand what ladders were broken in the arcade version, as I just grew up with the Colecovision version of DK. Great progress here! Jeff It might be my shoddy memory, but I remember the "broken" latter positions changing from game to game. Also, when the barrels are coded in, this really will take off. that was the most fun part about the first level... well, that and the hammer! Quote Share this post Link to post Share on other sites
atarilovesyou #87 Posted January 22, 2013 What a great looking game so far...keep it up! Quote Share this post Link to post Share on other sites
Andromeda Stardust #88 Posted January 22, 2013 OK, OK I had to do this... Those box screenshots were definitely false advertising, unless you Photo Shopped/ GIMPed them. I always thought the girders in Coleco VCS DK looked like roach poop. Why couldn't they have been red like in the Arcade? And maybe they could have made the graphics a little better and possibly added an extra stage had they not totally cheaped out and insisted on placing it on a 2k ROM.If the final game turns out half as good as Pacman 4k, I will be a happy camper. Of course, until that day comes, I can always pop in my "DK Pie Foundry" RetroUSB cart into the NES for a more arcade-like gameplay experience. Quote Share this post Link to post Share on other sites
xybot67 #89 Posted February 1, 2013 I realize that I am a pain, but "Bump!". Any new progress to report? Quote Share this post Link to post Share on other sites
Joe Musashi #90 Posted February 1, 2013 There is, but "Tease!" Quote Share this post Link to post Share on other sites
xybot67 #91 Posted February 2, 2013 There is, but "Tease!" Hey, I'm just happy that its not turning into vapoware! I look forward to seeing what you have done. Quote Share this post Link to post Share on other sites
Andromeda Stardust #92 Posted February 2, 2013 Take your time, but new screenshots, demo ROMs, etc would be appreciated... Quote Share this post Link to post Share on other sites
BalloonFighter #93 Posted February 3, 2013 This is just amazing! Even if it's not completed yet, it still blows me away. Best of all, Kong doesn't look like the Gingerbread Man . Can't wait for the finished game. Keep up the great work! :thumbsup: Quote Share this post Link to post Share on other sites
Andromeda Stardust #94 Posted February 3, 2013 Best of all, Kong doesn't look like the Gingerbread Man The original VCS DK never looked like a gingerbread man. Actually he looked more like Poo-Poo Man! I'm sure this new game will be a vast improvement, much like Pacman 4k is a vast improvement over the original VCS game. Quote Share this post Link to post Share on other sites
BalloonFighter #95 Posted February 3, 2013 (edited) I think DK looks more like poo (or a weird brown smiling frog, whichever one you see first) in the original Coleco Intellivision port of Donkey Kong. Thankfully though, like this cool VCS homebrew, someone decided to not let retro gamers play that junky INTV port and made DK and D2K Arcade. Edited February 4, 2013 by BalloonFighter Quote Share this post Link to post Share on other sites
Joe Musashi #96 Posted February 4, 2013 To celebrate over one hundred downloads of the last version, here comes another update. The game is still very easy, but this time you have to work if you want to see the ending sequence. Changes include: Small fixes in the Mario and Kong animations. Non-flickering dots in the game over screen. No more flickering dots in the ending sequence (another crazy RES banging kernel that can display 28 dots per row). Moving conveyor belts in the 50 m stage. Speeds are fixed for now. The 100 m stage now features removable rivets. A new 75 m stage. The new stage is experimental and has been designed to work within the limits of the current engine. Obviously there is no support for moving elevators, but there are also no platforms in the middle of corridors, no ladders of varying size, and no support for more than four gaps per floor. Also the stage should be one floor higher. I will definitely implement the elevators, the rest will depend on the available resources. Enjoy! D.K.VCS_130204.bin 10 Quote Share this post Link to post Share on other sites
xybot67 #97 Posted February 5, 2013 Wow, this just keeps getting better and better! Great job Quote Share this post Link to post Share on other sites
Raygunn #98 Posted February 5, 2013 Here's the box and labels from the silver age- 4 Quote Share this post Link to post Share on other sites
dr. kwack #99 Posted February 5, 2013 This is the most amazing thing I have ever seen on a VCS. Dude, I am going to open a church to you. All may come and hurl their Coleco DK's into the pit of fire. We shall all dance as when we were young when our parents took us to KB toys or Children's Palace. And all shall say "Huzzah! The Kong is 'just like the real arcade game'! Suck it, oh snotty rich kid down the street with a ColecoVision!" This is fantastic- seriously. How cool. 1 Quote Share this post Link to post Share on other sites
tep392 #100 Posted February 6, 2013 Amazing work! Simply amazing! Quote Share this post Link to post Share on other sites