KevinMos3 Posted January 20, 2013 Author Share Posted January 20, 2013 Oops. Forgot to say that this was updated again. See 1st post. Quote Link to comment Share on other sites More sharing options...
AtariBrian Posted January 20, 2013 Share Posted January 20, 2013 When this is finished I would want a cart for sure . Quote Link to comment Share on other sites More sharing options...
kyle Posted January 20, 2013 Share Posted January 20, 2013 I would love to have it on a cart Quote Link to comment Share on other sites More sharing options...
LidLikesIntellivision Posted January 20, 2013 Share Posted January 20, 2013 I would love to have it on a cart Look here: http://www.atariage.com/forums/topic/207850-interest-check-tank-command-kung-fu-master/ Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted June 22, 2013 Author Share Posted June 22, 2013 New rom in the 1st post. 1 Quote Link to comment Share on other sites More sharing options...
Lynxpro Posted February 2, 2014 Share Posted February 2, 2014 Daniel Kitchen, who did the 2600 version and worked on the 7800 is on Facebook. Should we asked him any questions or permission? He's not a member of the Atari Museum group but he's posting to a classic gaming group... Quote Link to comment Share on other sites More sharing options...
Lynxpro Posted February 2, 2014 Share Posted February 2, 2014 I'd say the thing needed besides Pokey or YM audio is to have the character bodies yanked off the screen like the arcade and NES versions. It's doable on the 7800 and I'd say some code could be yanked out of Food Fight in order to achieve it. Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted September 5, 2016 Author Share Posted September 5, 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. See 1st post for new ROM. 2 Quote Link to comment Share on other sites More sharing options...
Shawn Posted April 7, 2017 Share Posted April 7, 2017 For anyone building with original absolute pcbs and shells. Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted April 28, 2017 Author Share Posted April 28, 2017 For anyone building with original absolute pcbs and shells. Meant to respond to this a while ago... Awesome looking label. 1 Quote Link to comment Share on other sites More sharing options...
Giles N Posted July 28, 2019 Share Posted July 28, 2019 (edited) On 10/1/2012 at 12:31 PM, KevinMos3 said: 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. Don't forget... new ROM means new MD5 checksum, so if you're using the ProSystem emulator, add these lines to your prosystem.dat [4fc0b16e3a5c463790a04fb42a1e4c40] title=Kung Fu Master (RC2) type=0 pokey=false controller1=1 controller2=1 region=0 flags=2 Kung-Fu Master (RC2).a78 32.13 kB · 194 downloads Kung-Fu Master (RC2).bin 32 kB · 141 downloads Here's a label for an Atari style cart: Older versions: Reveal hidden contents 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. Don't forget... new ROM means new MD5 checksum, so add these lines to your prosystem.dat [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 32.13 kB · 314 downloads Kung-Fu Master (6-22-13).bin 32 kB · 265 downloads 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).a78Kung-Fu Master (1-16-13).binVersion 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).a78Kung-Fu Master (1-13-13).binVersion 2: Messing around with arcade colors in the title... Nah. 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).a78Kung-Fu Master (New Sprites).bin1st 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; Kung-Fu Master (edit).a78 32.13 kB · 230 downloads Kung-Fu Master (edit).bin 32 kB · 261 downloads Ok... so my comment is 3 or 4 years late on this thread but anyway... looking good!! Nice improvements all over... I would perhaps have given the leg of the hero which is further back, less shading (one pixel brown, one white or skin colored, it looks a bit too dark as if the inside of the martial-arts trousers are a bit darkened from something). The rest looks like really good improvements... Edited July 28, 2019 by Giles N Quote Link to comment Share on other sites More sharing options...
+darryl1970 Posted October 17, 2019 Share Posted October 17, 2019 Has anybody ever fixed the enemy logic on this version. It seems the enemy speed is backward from what it should be. This is a major flaw in the game (as well as the VCS version), which really ruins the experience. Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted October 18, 2019 Author Share Posted October 18, 2019 Not sure what you mean. Can you explain? I've never thought the logic was off. I'd love to have fall-away enemies though instead of them just disappearing. Quote Link to comment Share on other sites More sharing options...
John Stamos Mullet Posted October 18, 2019 Share Posted October 18, 2019 15 hours ago, KevinMos3 said: Not sure what you mean. Can you explain? I've never thought the logic was off. I'd love to have fall-away enemies though instead of them just disappearing. fall away enemies and the missing jump-kick would make this a pretty close to perfect port. Quote Link to comment Share on other sites More sharing options...
Giles N Posted November 17, 2019 Share Posted November 17, 2019 On 10/1/2012 at 12:31 PM, KevinMos3 said: 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. Don't forget... new ROM means new MD5 checksum, so if you're using the ProSystem emulator, add these lines to your prosystem.dat [4fc0b16e3a5c463790a04fb42a1e4c40] title=Kung Fu Master (RC2) type=0 pokey=false controller1=1 controller2=1 region=0 flags=2 Kung-Fu Master (RC2).a78 32.13 kB · 208 downloads Kung-Fu Master (RC2).bin 32 kB · 153 downloads Here's a label for an Atari style cart: Older versions: Reveal hidden contents 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. Don't forget... new ROM means new MD5 checksum, so add these lines to your prosystem.dat [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 32.13 kB · 320 downloads Kung-Fu Master (6-22-13).bin 32 kB · 271 downloads 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).a78Kung-Fu Master (1-16-13).binVersion 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).a78Kung-Fu Master (1-13-13).binVersion 2: Messing around with arcade colors in the title... Nah. 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).a78Kung-Fu Master (New Sprites).bin1st 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; Kung-Fu Master (edit).a78 32.13 kB · 239 downloads Kung-Fu Master (edit).bin 32 kB · 266 downloads Got your Kung Fu Master grfx-update: Excellent work! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.