gambler172 Posted September 1, 2010 Share Posted September 1, 2010 Hi Chris Looks great.Keep up the good work. greetings Walter Quote Link to comment Share on other sites More sharing options...
TooSlowGamer Posted September 1, 2010 Share Posted September 1, 2010 I think it'd be cool if you could add an option to use paddle controllers somehow. I see paddle controllers as a big advantage the 2600 has over newer systems, along with homebrew, so combining the two always is great. If you find a way to do this, it could be set up like the paddle moves left and right, fire fires, and a joystick plugged into player 1 port moves up and down, or possibly the other paddle. I doubt this is possible, in Batari Basic anyway, because you can't combine the readpaddle and multisprites kernels. I can dream, though! Quote Link to comment Share on other sites More sharing options...
Kiwi Posted September 3, 2010 Share Posted September 3, 2010 I'm not sure if Batari has this feature. I think after the trees are done rendering, the foreground color should change to blue. This should match up with the arcade version quite nicely. I read this post yesterday, and had thought about this post. I'm not an expert in assembly. I think in assembly, it might look like this. register y count scanline cpy #96; compare Y with decimal 96(or what scanline # is after the tree. ldx $86; load hexadecimal value to register x, I think this blue would go well. stx COLUBK ; write x to the write-only register Color Background to change the color to blue, there on out. Quote Link to comment Share on other sites More sharing options...
Omegamatrix Posted September 3, 2010 Share Posted September 3, 2010 I'm not sure if Batari has this feature. I think after the trees are done rendering, the foreground color should change to blue. This should match up with the arcade version quite nicely. I read this post yesterday, and had thought about this post. I'm not an expert in assembly. I think in assembly, it might look like this. register y count scanline cpy #96; compare Y with decimal 96(or what scanline # is after the tree. ldx $86; load hexadecimal value to register x, I think this blue would go well. stx COLUBK ; write x to the write-only register Color Background to change the color to blue, there on out. You're close. You need to include the # (number sign) in the ldx $86, or else it will load from register $86 instead. so: ldx #$86 Will load the hexadecimal value $86, and ldx $86 Loads the value in register $86. It is a big difference indeed! Next you are correct in using a compare instruction (CPY), and now you just have to add a choice after it. A branch is what is needed. If you number of scanlines is counting down as it reaches the bottom, then you'll want to color line 96 to 0. To do that use a BCS instruction in your code like this: cpy #97 ; 96 scanlines +1 !! bcs .skipColorChange ; BCS is taken when the compared value is greater than or equal to the accumulator, ldx #$86 ; so at line 96 (and downward0, the branch is no longer taken, stx COLUBK ; and the background color is changed... .skipColorChange: Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 9, 2010 Share Posted September 9, 2010 Hi Chris The new graphics are great.Hope to see a first playable level soon. greetings Walter Quote Link to comment Share on other sites More sharing options...
Crazy Climber Posted September 9, 2010 Share Posted September 9, 2010 I think it'd be cool if you could add an option to use paddle controllers somehow. I see paddle controllers as a big advantage the 2600 has over newer systems, along with homebrew, so combining the two always is great. If you find a way to do this, it could be set up like the paddle moves left and right, fire fires, and a joystick plugged into player 1 port moves up and down, or possibly the other paddle. I doubt this is possible, in Batari Basic anyway, because you can't combine the readpaddle and multisprites kernels. I can dream, though! Paddle controllers for Donkey Kong 3? Quote Link to comment Share on other sites More sharing options...
TooSlowGamer Posted September 9, 2010 Share Posted September 9, 2010 Paddle controllers for Donkey Kong 3? How could that possibly be bad? Other than not staying true to the original, I think it'd be pretty great! Quote Link to comment Share on other sites More sharing options...
sandmountainslim Posted September 10, 2010 Share Posted September 10, 2010 Really diggin this one so far. Keep it up, brotha! Wp Quote Link to comment Share on other sites More sharing options...
Crazy Climber Posted September 10, 2010 Share Posted September 10, 2010 Paddle controllers for Donkey Kong 3? How could that possibly be bad? Other than not staying true to the original, I think it'd be pretty great! ...because it's Donkey Kong, not Arkanoid. Quote Link to comment Share on other sites More sharing options...
yuppicide Posted September 10, 2010 Share Posted September 10, 2010 LOL! Paddle controllers for Donkey Kong 3? How could that possibly be bad? Other than not staying true to the original, I think it'd be pretty great! ...because it's Donkey Kong, not Arkanoid. Quote Link to comment Share on other sites More sharing options...
Tempest Posted September 10, 2010 Share Posted September 10, 2010 ...because it's Donkey Kong, not Arkanoid. Hmm... Donkanoid. There's a game here, I just know it! Tempest Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 10, 2010 Author Share Posted September 10, 2010 Really? donkanoid.bin Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 11, 2010 Share Posted September 11, 2010 Really? Hi Chris No,please keep the old control.DK is not a paddle game. greetings Walter Quote Link to comment Share on other sites More sharing options...
Godzilla Posted September 11, 2010 Share Posted September 11, 2010 my favorite part of dk3 is nailing dk in his gnuts (gorilla nuts.) I wish there were a version that didn't remove that part of the game in later levels... Quote Link to comment Share on other sites More sharing options...
TooSlowGamer Posted September 11, 2010 Share Posted September 11, 2010 Really? Hi Chris No,please keep the old control.DK is not a paddle game. greetings Walter I suggested it as being an alternative control scheme. That way it keeps the original feel if you want it. I don't see why you guys wouldn't want this. Just because it's not traditional doesn't mean it's not fun. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 12, 2010 Author Share Posted September 12, 2010 Hi Chris No,please keep the old control.DK is not a paddle game. greetings Walter That program was just a little joke I threw together because Tempest said the word "Donkanoid." Sorry I haven't been working on this. I really should program the second level in because this topic became active again. Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 12, 2010 Share Posted September 12, 2010 Hi Chris Cannot wait to see the 2nd level. greetings walter Quote Link to comment Share on other sites More sharing options...
Deteacher Posted September 12, 2010 Share Posted September 12, 2010 Paddle controllers for Donkey Kong 3? How could that possibly be bad? Other than not staying true to the original, I think it'd be pretty great! How would Stanley move up and down levels if you used paddles? The fire button is needed for firing. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 15, 2010 Author Share Posted September 15, 2010 I had to move DK back to player0 because shots were going through him. I wonder if I should continue. Is there too much flickering? Anyway, I added a second level, which you can access after beating the first (shoot DK until he goes almost off the screen. Then the bugs will disappear and the game will pause for a second.) I also made it so if you shoot a bee while he's carrying a flower, the flower drops instead of magically appearing at the bottom. dk3_v6.bas.bin dk3_v6.bas Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted September 15, 2010 Share Posted September 15, 2010 Yes! Please continue! Though I don't think you need and actual sprite collision with Donkey Kong. Just some x/y bounds check would do. The only flickering that bothers me is when the player flickers. Can pretty much ignore the rest. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 15, 2010 Author Share Posted September 15, 2010 Continued. Added SFX, collision detection (death), and bonuses for finishing a level with plants. You get a bonus of 10 points per plant. Also, shooting a bee is worth one point. There are some bugs (besides the bees ), when you die or complete a level, the bottom part of the screen goes wacko. Is there any way to fix this? dk3_v7.bas dk3_v7.bas.bin Quote Link to comment Share on other sites More sharing options...
gambler172 Posted September 15, 2010 Share Posted September 15, 2010 Hi Chris Looks really great.I like DK greetings Walter Quote Link to comment Share on other sites More sharing options...
TooSlowGamer Posted September 15, 2010 Share Posted September 15, 2010 I haven't looked at your code, but would it be possible to have the bees alternate between player1 and player 0? Because DK stays at the top, and stanley is always at the bottom, if, halfway through, the bees switched to player0 they wouldn't flicker when in line with Stanley. Or am I just a complete idiot for thinking that? Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted September 15, 2010 Author Share Posted September 15, 2010 I have a big favor to ask. Would someone tell me how many total different screens are in this game, and take pictures of all of them. I'd do it myself, but I suck at the game. Quote Link to comment Share on other sites More sharing options...
CRV Posted September 16, 2010 Share Posted September 16, 2010 I have a big favor to ask. Would someone tell me how many total different screens are in this game, and take pictures of all of them. I'd do it myself, but I suck at the game. There's three. Keep it up. Quote Link to comment Share on other sites More sharing options...
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