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Donkey Kong 24 Disassembly


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A fan request

Only slightly processed but disassembled nonetheless.

 

I will work on it a bit more for my own learning and post the results.

I do not mind helping out but if you want major dis-assemblies that take a lot of time we will have to work something out.

 

This one by itself starting out is almost 22,000 lines of code to process.

 

 

Donkey Kong 24.asm

Edited by Captain Cozmos
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16 hours ago, Captain Cozmos said:

A fan request

Only slightly processed but disassembled nonetheless.

 

I will work on it a bit more for my own learning and post the results.

I do not mind helping out but if you want major dis-assemblies that take a lot of time we will have to work something out.

 

This one by itself starting out is almost 22,000 lines of code to process.

 

 

Donkey Kong 24.asm 610.88 kB · 4 downloads

So far, so good! Please do take your time to do my requests.

 

~Ben

Edited by ColecoFan1981
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  • 2 months later...
On 7/14/2022 at 11:44 AM, Captain Cozmos said:

A fan request

Only slightly processed but disassembled nonetheless.

 

I will work on it a bit more for my own learning and post the results.

I do not mind helping out but if you want major dis-assemblies that take a lot of time we will have to work something out.

 

This one by itself starting out is almost 22,000 lines of code to process.

 

 

Donkey Kong 24.asm 610.88 kB · 22 downloads

Hi,

which version of DK is? Standard one?

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On 9/23/2022 at 2:41 AM, SiRioKD said:

Hi,

which version of DK is? Standard one?

The 24K version was the original one packaged with the ColecoVision when it was released circa July ‘82. I don’t recall the exact timing, but by the beginning of ‘83 the 16K version the norm.

 

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  • 3 weeks later...
On 9/25/2022 at 12:46 AM, NIAD said:

The 24K version was the original one packaged with the ColecoVision when it was released circa July ‘82. I don’t recall the exact timing, but by the beginning of ‘83 the 16K version the norm.

 

You need to write a book buddy. Amazing how much you know about Coleco.

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I do wish that there were specific labels, like where the bonus timer is, that way I can modify it so it always counts down starting from 8000 points for levels 5 and up, to avoid the infamous kill screen that affected the arcade release.

 

I would also like to know all about why the numerous bugs occur in this original 24K ROM version, including why Mario falls through the up elevator when jumping from his starting position. Please try to include such comments wherever such code is at, and hints on how they should be corrected.

 

~Ben

Edited by ColecoFan1981
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15 hours ago, ColecoFan1981 said:

I do wish that there were specific labels, like where the bonus timer is, that way I can modify it so it always counts down starting from 8000 points for levels 5 and up, to avoid the infamous kill screen that affected the arcade release.

 

I would also like to know all about why the numerous bugs occur in this original 24K ROM version, including why Mario falls through the up elevator when jumping from his starting position. Please try to include such comments wherever such code is at, and hints on how they should be corrected.

 

~Ben

I will TRY, no promises, to work on this for you this weekend.
I am swamped every which way but loose.  Great movie BTW....

My goal is to one day improve the DK Super Game series so that all levels are included and working.
 

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19 hours ago, Captain Cozmos said:

I will TRY, no promises, to work on this for you this weekend.
I am swamped every which way but loose.  Great movie BTW....

My goal is to one day improve the DK Super Game series so that all levels are included and working.
 

Thank you.

 

Other fixes I hope you can try to do for the original 24K cartridge version:

* Re-arrange the level order to original arcade level order: Ramps (board 1), Elevators (board 2) and Rivets (board 3). Why? The original arcade release always had the Rivets board last.

* Have level progression arranged thus: level 1 has the ramps and rivets boards only (same as level 1 in the arcade release); and level 2 has the ramps, elevators and rivets boards (same as level 2 for the arcade release). Then, for levels 3 and up, four screens per level: ramps, elevators, ramps and rivets.

* Change extra life points award from 10,000 to 7,000, to reflect the arcade version.

* Change bonus timer to begin at 5,000 points for level 1, as this was so for the arcade release. Level 2 thus begins with 6,000 points, then level 3 with 7,000 points and finally levels 4 and up with 8,000 points.

* Make routine to increase the value of Pauline's items to 500 points at level 2, then to 800 points for level 3 and up.

* Make fireballs turn blue while Mario uses the Hammer on the rivets board. Also, in the arcade version smashing a Fireball may sometimes award 500 or 800 points, due to random number logic being used.

* Award 300 points for if Mario jumps over two barrels or fireballs at once (scoring logic being 100 points for first barrel, plus 100 points * 2 for the second one in this group), or 500 points (100 + 100, then 100 * 3) if he makes it over three barrels or fireballs at once (for whatever the final barrel or fireball Mario jumped over, multiply 100 by the total number of barrels or fireballs per group he jumped over).

 

~Ben

Edited by ColecoFan1981
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3 hours ago, ColecoFan1981 said:

Thank you.

 

Other fixes I hope you can try to do for the original 24K cartridge version:

* Re-arrange the level order to original arcade level order: Ramps (board 1), Elevators (board 2) and Rivets (board 3). Why? The original arcade release always had the Rivets board last.

* Have level progression arranged thus: level 1 has the ramps and rivets boards only (same as level 1 in the arcade release); and level 2 has the ramps, elevators and rivets boards (same as level 2 for the arcade release). Then, for levels 3 and up, four screens per level: ramps, elevators, ramps and rivets.

* Change extra life points award from 10,000 to 7,000, to reflect the arcade version.

* Change bonus timer to begin at 5,000 points for level 1, as this was so for the arcade release. Level 2 thus begins with 6,000 points, then level 3 with 7,000 points and finally levels 4 and up with 8,000 points.

* Make routine to increase the value of Pauline's items to 500 points at level 2, then to 800 points for level 3 and up.

* Make fireballs turn blue while Mario uses the Hammer on the rivets board. Also, in the arcade version smashing a Fireball may sometimes award 500 or 800 points, due to random number logic being used.

* Award 300 points for if Mario jumps over two barrels or fireballs at once (scoring logic being 100 points for first barrel, plus 100 points * 2 for the second one in this group), or 500 points (100 + 100, then 100 * 3) if he makes it over three barrels or fireballs at once (for whatever the final barrel or fireball Mario jumped over, multiply 100 by the total number of barrels or fireballs per group he jumped over).

 

~Ben

I'll see what I can do but if you want to play the original why not just MAME it or pick up something from opcode.
 

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  • 2 weeks later...

I know what the deal is with the scoring issue on this version of DK: the problem lies with the FF, which in decimal form is 255. After the game registers nearly seven rollovers (that's 655,350 points, accounting for the largest number for a 16-bit byte), the game only shows zero for the next few rollovers, after which we see "00040," and then after another 655,350 points, it goes to zero again until we eventually see a score with "00080." I am hoping you can try to look into this, so that the score counter counts properly instead of this bizarre behavior every 655,350 points.

 

The same issue occurs in Mr. Do., except the scoreboard is more realistic due to it being six digits long:

 

~Ben

Edited by ColecoFan1981
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