MeneerJansen Posted March 13, 2016 Share Posted March 13, 2016 Joe, could you please post a preview video of your latest D.K. VCS on your first post? Perhaps linked to youtube or something. Time permitting of course. I like discussing this game various places, and want to have a high quality video of it (preferably from you). I love this version! You could use PCAE (link) to record the video. Stella unfortunately does not support recording video. Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted March 14, 2016 Author Share Posted March 14, 2016 Joe, could you please post a preview video of your latest D.K. VCS on your first post? Perhaps linked to youtube or something. Time permitting of course. I like discussing this game various places, and want to have a high quality video of it (preferably from you). I love this version! I'm sorry. I don't have the time right now. If anybody wants to make a video, please feel free to do so. I would probably run the rom in Stella with Phosphor blend at 50% and Blargg filters on, and then record at 60Hz with some kind of grabber like Bandicam, Fraps, etc. 1 Quote Link to comment Share on other sites More sharing options...
VectorGamer Posted March 14, 2016 Share Posted March 14, 2016 I'm sorry. I don't have the time right now. If anybody wants to make a video, please feel free to do so. I can record it tonight and have it uploaded tomorrow 1 Quote Link to comment Share on other sites More sharing options...
Dennis90 Posted March 14, 2016 Share Posted March 14, 2016 This game looks amazing! great job on it! I tried it out on emulator a little and it worked well, but when i transfered it to a 32k cartridge PCB and tried it on my console it will not work properly :/ When the gameplay is starting Mario does not appear and I can not do anything, anybody know why this happen? 1 Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted March 14, 2016 Author Share Posted March 14, 2016 I can record it tonight and have it uploaded tomorrow That would be great, thanks! 1 Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted March 14, 2016 Author Share Posted March 14, 2016 This game looks amazing! great job on it! I tried it out on emulator a little and it worked well, but when i transfered it to a 32k cartridge PCB and tried it on my console it will not work properly :/ When the gameplay is starting Mario does not appear and I can not do anything, anybody know why this happen? It uses F4SC for bank switching. You probably do not have the extra super chip ram. Quote Link to comment Share on other sites More sharing options...
Dennis90 Posted March 14, 2016 Share Posted March 14, 2016 Aha, yeah guess i don't have that special chip then unfortunately! :/ But anyways, keep up the good work! Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 15, 2016 Share Posted March 15, 2016 Here's an animated GIF showing a couple of the screens: Info about making your own animated video game GIFs can be found here: atariage.com/forums/topic/249398-taxi-panic/?p=3467661 4 Quote Link to comment Share on other sites More sharing options...
VectorGamer Posted March 15, 2016 Share Posted March 15, 2016 Alright here is the game play video you have been on the edge of your seat for: https://youtu.be/2mN9h3TU_tU 7 Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted March 15, 2016 Author Share Posted March 15, 2016 Wow, that's a really great video! "He looks like he has braces..." Kind of reminds me when we played the arcade version as kids ("Crazy Kong" actually around here). I really had a hard time jumping over the barrels. Someone helped me getting past the first screen, and the pie factory was the first one I mastered. 3 Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted March 15, 2016 Author Share Posted March 15, 2016 Here's an animated GIF showing a couple of the screens: Nice idea with the GIF! Can I use it for the top post? 1 Quote Link to comment Share on other sites More sharing options...
KAZ Posted March 15, 2016 Share Posted March 15, 2016 (edited) Thanks for the video Vector! Very entertaining! "Merrio" approves this message. It would be neat to see how your daughter would do with arcade donkey kong (mame). This is a brilliant port of Donkey Kong! The ending cut scene (rivets stage) is amazing to see on the **Atari 2600**. Edited March 15, 2016 by KAZ 3 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted March 15, 2016 Share Posted March 15, 2016 Nice idea with the GIF! Can I use it for the top post? Yep, you can use it until somebody makes a better one. Quote Link to comment Share on other sites More sharing options...
Andromeda Stardust Posted March 16, 2016 Share Posted March 16, 2016 Alright here is the game play video you have been on the edge of your seat for: https://youtu.be/2mN9h3TU_tU Love how she threw a fit at the end... 1 Quote Link to comment Share on other sites More sharing options...
PhoenixMoonPatrol Posted March 16, 2016 Share Posted March 16, 2016 Those VectorGamer videos always make s stressful day so much easier. Game looks really great. 1 Quote Link to comment Share on other sites More sharing options...
chavert Posted March 16, 2016 Share Posted March 16, 2016 nice adaptation of this game. Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted March 27, 2016 Author Share Posted March 27, 2016 Looking for Easters eggs? Here's one more for you What's new: All new Kong PAL and NTSC colors that should reduce flicker considerably (thanks to Thomas Jentzsch and Turbo-Torch). Bonus timer value and speed now depend on the current level as in the arcade version. The oil barrel flame in the first stage is animated. And ... Pauline's handbag, hat, and umbrella are now there for the taking. (They are scattered over the last three stages.) This project is finally getting close to a release candidate. So, what's next? I'll go over the documents at wiki.donkeykonggenius.com and see if there are any inaccuracies that can be easily fixed. More code cleanup to see if anything else could be squeezed in. Some players seem to be irritated that Mario can jump through the elevator. Unlike in the arcade version there is no horizontal collision detection, and Mario isn't blocked when hitting the platform from the side. Maybe I can free enough space to fix that. Finally, I'd like to add some kind of two player cooperation mode. When we played the arcade machine as kids, we often did this in a way where one kid would control the direction, while the other would operate the jump button. That could be nice with two 2600 controllers. Happy Easter! D.K.VCS_160327_NTSC.bin D.K.VCS_160327_PAL60.bin 13 Quote Link to comment Share on other sites More sharing options...
Andromeda Stardust Posted March 27, 2016 Share Posted March 27, 2016 This is getting more and more awesome! Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted March 27, 2016 Share Posted March 27, 2016 Very good! I have some suggestions, if you don't mind: I would reduce a bit the PF color bright, because the flicker makes the sprites darker. If you kill the first fireball, can the barrels roll down that area? The game is too easy, can you make Mario walk slower? I think the same speed as the first fireball. Make him jumps shorter, also. On the elevator level, you can remove these PF pixels to avoid a jump that skips the elevator, see the image. Quote Link to comment Share on other sites More sharing options...
Andromeda Stardust Posted March 28, 2016 Share Posted March 28, 2016 ^^Game is easy because it's first loop. It should get harder as you progress. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted March 28, 2016 Share Posted March 28, 2016 You're right. I've played 3 loops and the game gets more difficult. The speed seems ok now, but I still thinking the "ladder climbing speed" should be slower. The spring on elevator level is too slow even after 3 loops. I think the speed do not change after the second loop? I miss the telescoping ladders on pie factory level. How about respawn the fire enemies some time after killing it with hammer? Quote Link to comment Share on other sites More sharing options...
xybot67 Posted March 28, 2016 Share Posted March 28, 2016 Looks great! I am soooooo ready for a cart release of this one. 1 Quote Link to comment Share on other sites More sharing options...
VectorGamer Posted March 28, 2016 Share Posted March 28, 2016 I haven't played the latest release. Can you get the barrels to roll onto the bottom two girders of the girders screen? Are there more barrels that appear on the girders screen on later levels? Quote Link to comment Share on other sites More sharing options...
+save2600 Posted March 28, 2016 Share Posted March 28, 2016 I played several games this morning and noticed when you have the hammer on the second girder of the first stage, barrels no longer roll down to hit! Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted March 29, 2016 Author Share Posted March 29, 2016 (edited) Thanks for all the suggestions. There's not much room for changes. At this point anything new is a hack, but I'll have a look. Very good! I have some suggestions, if you don't mind: I would reduce a bit the PF color bright, because the flicker makes the sprites darker. I'd like to match the arcade colors, but this might be worth a try. If you kill the first fireball, can the barrels roll down that area? No, only the fireball can be on the second floor. Though it might be possible to respawn it. The game is too easy, can you make Mario walk slower? I think the same speed as the first fireball. Make him jumps shorter, also. Mario can only move one pixel every two frames. Otherwise the flicker won't work and there will be ghosting effects (since the player's eyes focus on Mario I want to avoid that there). The jump is five blocks (5*4 pixels) wide. In the arcade version it's three blocks (3*8 pixels). I experimented with shortening it, but found that it makes jumping over enemies too hard, so I decided to leave it as it is. On the elevator level, you can remove these PF pixels to avoid a jump that skips the elevator, see the image. That is a good idea. However you could still jump over the left shaft, but not over the right one. That might be a reasonable compromise. You're right. I've played 3 loops and the game gets more difficult. The speed seems ok now, but I still thinking the "ladder climbing speed" should be slower. The spring on elevator level is too slow even after 3 loops. I think the speed do not change after the second loop? The spring gets faster in each level. It's not linear, ramping up is strongest between L1 and L2. I miss the telescoping ladders on pie factory level. That would be cool. There's even room for more ladder graphics, but it would require a lot of code (in a different bank). How about respawn the fire enemies some time after killing it with hammer? Will have a look. I haven't played the latest release. Can you get the barrels to roll onto the bottom two girders of the girders screen? Are there more barrels that appear on the girders screen on later levels? Sorry, the barrels can't go down to the bottom. The code is optimized based on this. Also there can only be one barrel per floor. Edited March 29, 2016 by Joe Musashi 1 Quote Link to comment Share on other sites More sharing options...
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