+Omegamatrix Posted February 28, 2013 Share Posted February 28, 2013 Next thing you know, someone will design a game that uses the ARM on a modified harmony board to completely bypass the 6507 by stuffing graphics and sound directly into the TIA, and play back full motion 160x192x60Hz video frames on the Atari 2600. Give 'em another ten years and prepare to have your mind blown all over again... Bypassing the 6507 altogether would not make it a 2600 game anymore IMHO. 1 Quote Link to comment Share on other sites More sharing options...
Csonicgo Posted February 28, 2013 Share Posted February 28, 2013 (edited) Bypassing the 6507 altogether would not make it a 2600 game anymore IMHO. Pff. There goes 80% of the most awesome games in the SNES library if we went that route. Also, I know this isn't arcade-authentic, but the NES "theme" through the attract mode is a favorite of mine. maybe an easter egg to squeeze that in????? Edited February 28, 2013 by Csonicgo Quote Link to comment Share on other sites More sharing options...
+Omegamatrix Posted February 28, 2013 Share Posted February 28, 2013 Pff. There goes 80% of the most awesome games in the SNES library if we went that route. Just to clarify, by "bypassing the 6507 altogether" I mean just that, i.e. not using the 6502 (or variant) at all. I think you misinterpreted what I said. Quote Link to comment Share on other sites More sharing options...
raindog Posted February 28, 2013 Share Posted February 28, 2013 Yeah, there were no SNES games that used only the SUperFX chip and not the 65c816 as far as I know. I mean, someone would have done it in the 80s if it were feasible and the crash hadn't happened, but still. Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted March 1, 2013 Author Share Posted March 1, 2013 Probably soon we'll have a potential Donkey Kong kill screen if anyone wanna watch! That's an interesting point. Should the game go on forever, or should it end at some point, maybe when reaching level 10? I could make a special Game Over screen with Kong upside down. Quote Link to comment Share on other sites More sharing options...
Joe Musashi Posted March 1, 2013 Author Share Posted March 1, 2013 Also, I know this isn't arcade-authentic, but the NES "theme" through the attract mode is a favorite of mine. maybe an easter egg to squeeze that in????? If the sound bank has some space left at the end. Yes, why not. Quote Link to comment Share on other sites More sharing options...
raindog Posted March 1, 2013 Share Posted March 1, 2013 That's an interesting point. Should the game go on forever, or should it end at some point, maybe when reaching level 10? I could make a special Game Over screen with Kong upside down. Well, I guess it would be better than having the bonus counter roll over so you have only a few seconds to get to the top, which I seem to remember is what the arcade game's "kill screen" is like. But after only 10 levels? I think it'd be cooler to make a Pac-Man style impossible level by using the program code as data somehow. But a proper ending would be good too. Quote Link to comment Share on other sites More sharing options...
Csonicgo Posted March 1, 2013 Share Posted March 1, 2013 (edited) Just to clarify, by "bypassing the 6507 altogether" I mean just that, i.e. not using the 6502 (or variant) at all. I think you misinterpreted what I said. Then I agree with you. Well, I guess it would be better than having the bonus counter roll over so you have only a few seconds to get to the top, which I seem to remember is what the arcade game's "kill screen" is like. But after only 10 levels? I think it'd be cooler to make a Pac-Man style impossible level by using the program code as data somehow. But a proper ending would be good too. How about an option to continue playing, or end the game? that way you can have a "normal play" high score, or you can keep going for a challenge high score. Or... Better yet, have a choice at the Title screen! If the sound bank has some space left at the end. Yes, why not. *squee* Edited March 1, 2013 by Csonicgo Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted March 1, 2013 Share Posted March 1, 2013 That's an interesting point. Should the game go on forever, or should it end at some point, maybe when reaching level 10? I could make a special Game Over screen with Kong upside down. Was joking about this video, but for a most perfect port, kill screen is a good idea. Quote Link to comment Share on other sites More sharing options...
Vic George 2K3 Posted March 1, 2013 Share Posted March 1, 2013 I'm certainly not in favor of a DK adaptation that comes to a dead stop like the U.S. arcade version. 2 Quote Link to comment Share on other sites More sharing options...
kenfused Posted March 2, 2013 Share Posted March 2, 2013 Pff. There goes 80% of the most awesome games in the SNES library if we went that route. Also, I know this isn't arcade-authentic, but the NES "theme" through the attract mode is a favorite of mine. maybe an easter egg to squeeze that in????? You can always borrow the version of the tune from the Atari 7800 version but be sure to include ear plugs with the cartridge Quote Link to comment Share on other sites More sharing options...
accousticguitar Posted March 2, 2013 Share Posted March 2, 2013 You can always borrow the version of the tune from the Atari 7800 version but be sure to include ear plugs with the cartridge I always appreciate the option to turn the music off. No matter how good the tune is it gets old after a while. 3 Quote Link to comment Share on other sites More sharing options...
Andromeda Stardust Posted March 2, 2013 Share Posted March 2, 2013 (edited) I'm certainly not in favor of a DK adaptation that comes to a dead stop like the U.S. arcade version. Kill screen is kind of a moot point as 99.99% of players will never see it. Let's see, maybe 1 in 10,000 players has achieved a kill screen on Donkey Kong or Pacman. And the likely hood that a hombrew game will sell 10,000 copies is bunk! And even players who are good enough will probably get bored / tired eventually and either screw up or quit playing. I mean, who plays through 256 levels of anything? The only time anyone will ever see it is by tampering with the debugger in Stella. The intention and true spirit of arcade games was that they continue forever. Pacman and Donkey Kong arcade games both failed due to buffer overflows. In Pacman's 256th stage, the overflow led to a corrupted screen that you cannot finish, and in Donkey Kong's 20-something-ith loop, the timer overflows resulting in a clock that's too short to complete the level. Edited March 2, 2013 by stardust4ever 1 Quote Link to comment Share on other sites More sharing options...
raindog Posted March 2, 2013 Share Posted March 2, 2013 Pacman and Donkey Kong arcade games both failed due to buffer overflows. Integer overflows. It's kind of an important difference. 1 Quote Link to comment Share on other sites More sharing options...
Andromeda Stardust Posted March 3, 2013 Share Posted March 3, 2013 Integer overflows. It's kind of an important difference. Oops, my bad. Wrong word choice. It's just that you continuously hear the words "buffer" and "overflow" together whenever the media talks about hackers. Yeah, buffer overflows were what allowed hackers to initially run unauthorized code on the Wii, opening a backdoor to homebrew coders and pirates alike. It involved creating a string of characters that was too large and overflowed into program (executable) code. 8-bit integer overflows can create a kind of whacky effect, occasionally molesting values in adjacent bytes of RAM. I remember that the NES sound register would occasionally overflow into the controller register when playing back PCM sound effects, and for the longest time, homebrew games were plagued with input errors when played back on real hardware. Obviously, Nintendo solved it back in the day and created a sophisticated controller reading routine to fix it, however I still don't think there's an emulator out there that properly emulates this effect. Quote Link to comment Share on other sites More sharing options...
Vic George 2K3 Posted March 3, 2013 Share Posted March 3, 2013 For games that are designed to be played forever without any end, adding kill screens to arcade games adaptations seems to be more for the fans of those annoying quirks. Quote Link to comment Share on other sites More sharing options...
roland p Posted March 3, 2013 Share Posted March 3, 2013 (edited) Just create code that expects the carry not to be set after you increase the level number and there you have your overflow bug Edited March 3, 2013 by roland p Quote Link to comment Share on other sites More sharing options...
sandmountainslim Posted March 4, 2013 Share Posted March 4, 2013 BRAVO!!! Controls are perfect! I know it's a WIP but even at this stage it is superior to Coleco's offering. Quote Link to comment Share on other sites More sharing options...
mmervine Posted March 4, 2013 Share Posted March 4, 2013 Just stumbled across this thread...really amazing work...very impressive! Quote Link to comment Share on other sites More sharing options...
godzillajoe Posted March 4, 2013 Share Posted March 4, 2013 Pretty amazing. I'm not a fan of the scrolling but would still get this game. Who knows, maybe you could start a whole series of DK style games using your kernel/game engine Quote Link to comment Share on other sites More sharing options...
tschak909 Posted March 4, 2013 Share Posted March 4, 2013 HOLY FUCKING ASS CRACKERS! THIS IS AMAZING!!!!! *my-mind-has-asploded* -Thom Quote Link to comment Share on other sites More sharing options...
ACrystal2011 Posted March 4, 2013 Share Posted March 4, 2013 Awesome work so far Quote Link to comment Share on other sites More sharing options...
7800 Emucoder Posted March 4, 2013 Share Posted March 4, 2013 For games that are designed to be played forever without any end, adding kill screens to arcade games adaptations seems to be more for the fans of those annoying quirks. I'd say it's more for purists who want to see as close to 100% arcade accuracy. I count myself among them, since I'll never be able to afford all of these original Arcade Cabinets at home. Quote Link to comment Share on other sites More sharing options...
raindog Posted March 4, 2013 Share Posted March 4, 2013 I'd say it's more for purists who want to see as close to 100% arcade accuracy. I count myself among them, since I'll never be able to afford all of these original Arcade Cabinets at home. The 100% arcade accuracy ship has sailed, and continues to sail. Its name is MAME. You can even play D2K in it. In these situations, I ask myself "what would an Atari/Coleco/Nintendo developer in 1982 have done with more time and far greater available resources?" and I think the answer is that they would have fixed that bug and made the game never end. Certainly, they would have striven for pixel accuracy in graphics and gameplay long before the simulation of bugs in the original, knowing that they'd inevitably introduce their own bugs anyway. I don't know if it's the right answer, but it's an authentic one. 4 Quote Link to comment Share on other sites More sharing options...
Serious Posted March 5, 2013 Share Posted March 5, 2013 I vote for forever Quote Link to comment Share on other sites More sharing options...
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