neotokeo2001 Posted December 27, 2003 Share Posted December 27, 2003 Work in Progress... Changing the Donkey Kong Vector to Vector Green. If anyone knows what line controls the color for Level 2 or Kong in Hack-O-matic, you would save me a lot of time. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted December 27, 2003 Author Share Posted December 27, 2003 Only need the color code line for level 2 background. Kong Color (Found) Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted December 27, 2003 Author Share Posted December 27, 2003 Work in Progress Black and White Version Quote Link to comment Share on other sites More sharing options...
DEBRO Posted December 28, 2003 Share Posted December 28, 2003 If anyone knows what line controls the color for Level 2 or Kong in Hack-O-matic, you would save me a lot of time. You might want to check out the DK disassembly I posted to [stella]. The exact location for the color of level 2 is $FA0B. This value is stored in a ROM table. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted December 28, 2003 Author Share Posted December 28, 2003 Thank you. I've never worked with a disassembly before, but it worked. Now all I have to do is change the score color. Quote Link to comment Share on other sites More sharing options...
DEBRO Posted December 28, 2003 Share Posted December 28, 2003 Thank you. I've never worked with a disassembly before, but it worked. I'm glad it helped. PM me if you need help working with the disassembly. Using the code to create a hack opens up more possibilities (i.e. jump hang time, mario speed, etc.). Now all I have to do is change the score color. The color for the score digits can be found at location $F67C Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted December 28, 2003 Author Share Posted December 28, 2003 I'm a complete newbie at the disassembly. Can changes be made directly to your disassembly and then re-compiled? If so what program do I need? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted December 28, 2003 Share Posted December 28, 2003 The program Dasm is used to compile 2600 binaries. This gets a bit screwy when using files that generate more than 4k of data though (you'll have to split the source into two or more files and then join them later...copying jump point references into the segments). But anyway, for 4k roms, you use this command in Dos: DASM SOURCE.ASM -F3 -OHACK.BIN Substitute the name of your source file for "SOURCE.ASM" and the name of the binary you are creating for "HACK.BIN". If all goes well, you should find a new binary in your folder that is exactly 4096 bytes long. The source code needs to be just a plain unformatted text file (like those created with Dos's EDIT function or Windows' Notepad). When using Wordpad or something else, be sure to save the file type as unformatted. Quote Link to comment Share on other sites More sharing options...
DEBRO Posted December 29, 2003 Share Posted December 29, 2003 I'm a complete newbie at the disassembly. Can changes be made directly to your disassembly and then re-compiled? Yeah, using the program DASM that Nukey Shay mentioned you should be able to make changes and re-compile the ROM to your hack without any problems. For example...I have a constant for JUMP_HANG_TIME. If were to increase that value and re-compile the ROM, Mario would hang in the air longer when he jumped. Give it a try. You might have some fun with it. It would also help in being a stepping stone to writing your own 2600 game It might also help to look through Andrew Davie's 2600 programming tutorial too. A lot of early questions can be answered here. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted December 29, 2003 Author Share Posted December 29, 2003 I'm a complete newbie at the disassembly. Can changes be made directly to your disassembly and then re-compiled? Yeah, using the program DASM that Nukey Shay mentioned you should be able to make changes and re-compile the ROM to your hack without any problems. For example...I have a constant for JUMP_HANG_TIME. If were to increase that value and re-compile the ROM, Mario would hang in the air longer when he jumped. Give it a try. You might have some fun with it. It would also help in being a stepping stone to writing your own 2600 game It might also help to look through Andrew Davie's 2600 programming tutorial too. A lot of early questions can be answered here. Thanks. Now I have to relearn how to use DOS. Quote Link to comment Share on other sites More sharing options...
Csonicgo Posted January 1, 2004 Share Posted January 1, 2004 so, any progress? Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted January 1, 2004 Author Share Posted January 1, 2004 so, any progress? They are both complete except for the score color. I've put it on hold for a few days while I worked on getting Space Invader Vector put out on cart. I should finish it in a few more days. Quote Link to comment Share on other sites More sharing options...
Video Posted January 1, 2004 Share Posted January 1, 2004 Wow, if there was a way to make it change the color of everything on a single scan line (charactures included) it would be cool to give the gurders their red color, have everything black n white, and when your climbing or whatever, have the characture turn red, to kind of similate celophane. That's probably to complex though, but would be kinda cool I think. Where's the bin? both those are really awesome. Quote Link to comment Share on other sites More sharing options...
StanJr Posted April 24, 2004 Share Posted April 24, 2004 Is there a final version BIN for this? Can't find it here or on your site???? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 24, 2004 Share Posted April 24, 2004 Just an observation to DEBRO... DK looks to have all of the display routines in the latter part of the program (following .waitTime in your source). Did you ever try making an 8k rom out of it? Looks like it might be easy by moving those routines and the applicable data tables to a second 4k bank, and altering how the variable Gamescreen works would provide the ability to have more than just a couple screens Maybe not true elevator and factory screens, but different ones anyway. Quote Link to comment Share on other sites More sharing options...
pmpddytim Posted April 24, 2004 Share Posted April 24, 2004 Just an observation to DEBRO...DK looks to have all of the display routines in the latter part of the program (following .waitTime in your source). Did you ever try making an 8k rom out of it? Looks like it might be easy by moving those routines and the applicable data tables to a second 4k bank, and altering how the variable Gamescreen works would provide the ability to have more than just a couple screens Maybe not true elevator and factory screens, but different ones anyway. Paul Slocum made an 8k rom out of DK for the proposal cart hack he made for me. I'm working on it now. It'll be easy to hack DK into an 8k cart. Then I'll have room to make a proper Atari proposal. And later on, somebody can use the extra 4k to add the Elevators and Pie Factory! -paul You would have to ask him about the specifics, I know nothing about this kinda stuff. -Tim Quote Link to comment Share on other sites More sharing options...
StanJr Posted April 25, 2004 Share Posted April 25, 2004 BUMP! Neo? BIN? Quote Link to comment Share on other sites More sharing options...
NovaXpress Posted April 25, 2004 Share Posted April 25, 2004 Making Donkey Kong look vector on the 2600? That's one of the most insane concepts I've ever heard of. There's no sensible reason to do this whatsoever. And I love it. It's got it's own kind of incomprehensible brilliance. I just love it. Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted April 25, 2004 Author Share Posted April 25, 2004 I never could find the code for the score color. Anyone know what line it is in Hack-o-Matic? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted April 25, 2004 Share Posted April 25, 2004 0673 and 067c, I think. Value $8A (X---X-X-) (Blue) game in progress, $DA (XX-XX-X-) (Light green), end of game. DEBRO's disassembly ldx #BLUE ; 2 sta RESP1 ; 3 = @42 coarse position GRP1 @ pixel 126 lda gameState ; 3 get the current game state asl ; 2 shift D7 to the carry bit bcc .colorDigits ; 2³ carry clear -- game in progress ldx #LIGHT_GREEN ; 2 bonus timer color .colorDigits stx COLUP0 ; 3 stx COLUP1 ; 3 Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted April 26, 2004 Author Share Posted April 26, 2004 Thanks to Nukey Shay here is the final BIN files for Donkey Kong Vector. There is a Black/White version and a Green version. dk_vector_final.zip 1 Quote Link to comment Share on other sites More sharing options...
Out_of_Gas Posted April 26, 2004 Share Posted April 26, 2004 Sweet!!!!! Quote Link to comment Share on other sites More sharing options...
Out_of_Gas Posted April 26, 2004 Share Posted April 26, 2004 Any plans for a cart? Quote Link to comment Share on other sites More sharing options...
neotokeo2001 Posted April 26, 2004 Author Share Posted April 26, 2004 Any plans for a cart? No plans for a cart. Quote Link to comment Share on other sites More sharing options...
Out_of_Gas Posted April 26, 2004 Share Posted April 26, 2004 No prob. I know you have others in stored for us first. I have 2 I'm working on myself. Berserk:ESCAPE, and Boom!!!. Quote Link to comment Share on other sites More sharing options...
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