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Was the Jungle Hunt sound issue ever fixed?

 

I remember at least two discussions on this. I don't remember the outcomes.

Hi,

Unfortunately no.

A Rom was turned into a Xex file, but i think that rom was corrupt from the beggining or a beta.

Could someone take out the copy protection of this rom so it could be turned into a good Xex file?

Jungle Hunt.bin

 

Thanks,

Doug

Edited by FULS

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Rybags and I got together on redoing the Sound in Jungle hunt, including adding the original Background Music into the game. He has sped up the game and has it running much smoother. the new music and SFX are in there but some timing for them needs to be adjusted before it can be released.

Edited by Kjmann

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Donkey Kong - New Sound And Music, Reworked Collision Detection.

 

I'm surprised fandal didn't attempt to fix the disappearing barrels bug as well here.

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I'm surprised fandal didn't attempt to fix the disappearing barrels bug as well here.

I'm not sure if this is really a bug. Most barrels disappear as they fall off the ramps that are below Mario. Some roll to the bottom and become Fire Foxes. In the arcade, barrels on ramps below Mario will fall off the screen, except for the ocasional blue barrel, which will continue down until they hit the oil can and become Fire Foxes.

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I'm not sure if this is really a bug. Most barrels disappear as they fall off the ramps that are below Mario. Some roll to the bottom and become Fire Foxes. In the arcade, barrels on ramps below Mario will fall off the screen, except for the ocasional blue barrel, which will continue down until they hit the oil can and become Fire Foxes.

 

I realised this might be the case after I posted last night. I had seen a video on YouTube where someone was calling it a bug. Of course it doesn't really matter too much what happens with the barrels after they pass Jumpman. It would look nicer though, if they rolled off the screen as in the arcade rather than just disappearing. It's not really too noticeable when you're getting into playing the game, but it looks kind of odd when you stop and just watch them vanish one after the other.

 

How is it handled on the original 7800 version and your updated version?

Edited by MrFish

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I just checked out the orginal 7800 version and yours. The original 7800 version lets all the barrels roll to the bottom, and yours has them roll off screen as in the arcade. Either of these is preferable to disappearing barrels. Odd choice for the 8-bit version.

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I just checked out the orginal 7800 version and yours. The original 7800 version lets all the barrels roll to the bottom, and yours has them roll off screen as in the arcade. Either of these is preferable to disappearing barrels. Odd choice for the 8-bit version.

It might have been a space saving measure. Landon says he had to do a lot of optimization to fit in 8K. Maybe he just wanted to avoid the extra code needed to define the "falling off the edge" path. I'm actually impressed that he included this detail and has the logic for the blue barrels, even though they are not blue.

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It might have been a space saving measure. Landon says he had to do a lot of optimization to fit in 8K. Maybe he just wanted to avoid the extra code needed to define the "falling off the edge" path. I'm actually impressed that he included this detail and has the logic for the blue barrels, even though they are not blue.

 

It's 16K not 8K. But yeah, sometimes I forget that this version was forced into a small cartridge, and yet he also included all four levels. You may be right about the reason. It would be nice to see it improved some day though.

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It's 16K not 8K. But yeah, sometimes I forget that this version was forced into a small cartridge, and yet he also included all four levels. You may be right about the reason. It would be nice to see it improved some day though.

Oh yes, it is 16k. But I do remember him talking about using compression and having just a hand full of bytes free when he was done.

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Here's the quote:

 

"At its peak DK was about 20K of code, and it had to go on a diet to fit in the 16K cartridge; a lot of the images were compressed (notice that Kong himself is symmetrical). Towards the end I was crunching out only a few bytes a day, and it shipped with maybe a dozen bytes free."

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On 10/11/2014 at 1:26 PM, a8isa1 said:

Was the Jungle Hunt sound issue ever fixed?

 

I remember at least two discussions on this. I don't remember the outcomes.

 

So what is this issue with the sound and Jungle Hunt?  I've never seen any problems with it since the mid 1980's when I use to play this game from my pirated disks, even tried these floating binaries and it seems fine. 

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idk, maybe someone copied a cartridge to xex disk etc and has a sound init error... first I hear of it.

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