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Ideas for a better Donkey Kong port - ColecoVision


opcode

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Heya Eduardo.

 

I like option 3 :) But yeah #2 is pretty nice as well.

 

As far as all this talk about new levels. First of all I think it should be a priority FIRST to get an accurate home port of Donkey Kong. Lest anyone forget, even if Colecovision/Adam had Donkey Kong's up the butt (which of course it does), if this project follows the same suit as Opcode's other arcade code based projects, it would be the FIRST truly accurate home port of the game (try naming another aside from MAME). And I'm talking down the gameplay nuances to the point everything you can do in the arcade you'd be able to do at home.

 

Now that being said, if the core game can be done and left as is, then the idea of adding new levels as an extra option sounds awesome! :) Screw all that Gameboy DK94 junk (although it's one of my favorite games). I dont think it has a place here. Rather keeping the gameplay of the original, and simply making new levels I think is a great idea. For example this guy added a new level to the arcade boards and it looks awesome.

 

foundry_screen.png

 

But again.. aside from all this fancy stuff, I think I would still be 100% satisfied if we get a proper ACCURATE home port of DK on a classic console :D

 

By the way.. have you considered whether you're going to base it on the U.S or Japanese version? The U.S. version is the reason most people here consider the Pie Level the "4th" level. When of course it's really just the simple 2nd level. Also it makes a difference whether you'd end up with people seeing the elevator and the pie stages in their intial stages of difficulty (wheras the U.S. version pops you in the elevator stage at the 2nd level of difficulty, and the Pie stage at the 3rd!). Just curious :)

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I think it goes without saying that Eduardo’s first priority would be to create the most authentic arcade version of Donkey Kong possible for the ColecoVision. However, once that’s all said and done, the ability to create your own Donkey Kong boards would be sweet!

 

Elements could include:

+ Platforms with different characteristics (example: ones that start to disappear once you land on them or ones that change direction once you land on them).

+ Trampolines that allow you to leap through the screen faster (like in DK Jr.).

+ Chutes that send you back down (all additions do not necessarily need to help Mario complete his task).

+ Allowing you to pick a character would also be cool (maybe Pauline wants to save Mario this time or Donkey Kong Jr. wants to take a stab at saving the damsel in distress).

+ Maybe you don’t always start at the bottom and work up. You could allow the player to pick where the start and finish are located.

+ Finally, for extra difficulty, you could enable Donkey Kong to periodically change his location on the screen during the round, thus making it more difficult to catch the ape and rescue Pauline.

 

While I know Eduardo would be able to make some great boards to add to Donkey Kong’s original four, any extra memory would be put to better use if the player was able to create his/her own boards. This move would make the game more desirable and greatly increase the originality of its gameplay.

 

Good luck Eduardo with whatever you end up doing. I’ll expect to see it ready to be purchased in time for Christmas. :)

 

+ Nathan

 

By the way, Eduardo, I’m still waiting for you to make a ColecoVision version of Q*bert that will accurately replicate the mechanically created “knock” that sounds any time a character falls off the board in the arcade. :D

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Hi there!

 

The company is long defunct, and ChampGames have giving permission (By the author/founder) for their games to be freely distributed.

 

JohnnyWC is a member of these forums here BTW :)

 

Greetings,

Manuel

949651[/snapback]

 

Hello all,

 

I was reading this thread and saw that CHAMP Kong was mentioned - thanks for the kind words Trebor! The 4 CHAMP levels were all hybrids of the original 4 levels (plus a bonus level). The girder stage had it so the barrels could criss-cross, the elevator level had sliding platforms, the pie factory had 'real' elevators (with doors) and the rivet level was basically the same. I'm not sure how those would translate to the CV, but I'd be more than happy to explain the implementation of each level if there's interest.

 

Thanks,

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I was reading this thread and saw that CHAMP Kong was mentioned - thanks for the kind words Trebor!  The 4 CHAMP levels were all hybrids of the original 4 levels (plus a bonus level).  The girder stage had it so the barrels could criss-cross, the elevator level had sliding platforms, the pie factory had 'real' elevators (with doors) and the rivet level was basically the same.  I'm not sure how those would translate to the CV, but I'd be more than happy to explain the implementation of each level if there's interest.

 

Thanks,

 

Not to threadjack.. but holy crap johnnywc.. I had no idea you were affiliated with CHAMP. To be quite honest it's been years since I've checked it out but I must've dropped out of the scene before Champ Kong came out because I don't remember it...

 

But wow! Champ's ports (and Jrok's, whom I still chat w/ frequently) were the remakes we loved to play in the pre-emulation days :) Matter o' fact just last week I got on a nostalgia kick for Kurt Dekkers stuff.. remember that? I found a couple of them.. what a blast! :lol:

 

Very very cool. I'm glad I know now :) I loved your stuff :D

 

And now back to Eduardo's thread :D

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Hello all,

 

I was reading this thread and saw that CHAMP Kong was mentioned - thanks for the kind words Trebor!

 

Not to Hijack or side track this thread again, but no thanks is necessary. I honestly purchased both Champ Kong and Ms. Pac-em from your company. You really put out quality products and poured your heart into them.

 

That is why your ports were brought to mind. Opcode (Eduardo) brings to the plate a product that really has a special presentation to it (Not stating that all the other programmers/hackers/whatever do not). However, I just get this "feeling" when I play Opcode's ports which remind me of the same quality/care that I felt (And still feel playing your ports under DOSBox perfectly). Really, *really*, quality stuff.

 

I thank you for that, and I thank Eduardo for continuing his work on making real authentic ports with such high quaility professionalism and effort.

 

By the way.. have you considered whether you're going to base it on the U.S or Japanese version? The U.S. version is the reason most people here consider the Pie Level the "4th" level. When of course it's really just the simple 2nd level. Also it makes a difference whether you'd end up with people seeing the elevator and the pie stages in their intial stages of difficulty (wheras the U.S. version pops you in the elevator stage at the 2nd level of difficulty, and the Pie stage at the 3rd!). Just curious

 

That's something I was thinking about myself. One thing I did not like about the Ocean C64 port is the boards are presented in the order they appear in Japan. Being a US game player, I was a tad disappointed with that. Then again, Arcade hacks like Crazy Kong used that Japanese order as well. Perhaps it can be an option? Before choosing difficulty level (Or whatever Eduardo has in store for the port :) ), you can select Japan or US board order. That would be a pretty cool feature. :D

 

-Trebor

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Hi!

 

Ok, here is the first version, just those two intro screens. I don't know why, but the game isn't displaying the Level number. In fact from the code it seems like the correct behavior, but the arcade shows it from the start somehow. Still investigating...

DK could look a bit better in the intro screen, but I want it to look consistent through the game, so probably I will leave it this way.

Now to the coin inserted screen... :)

Don't forget that you will need to download my custom MESS in order to see it, as the games require a MemoryPack expansion...

Custom MESS with MemoryPack

 

Eduardo

post-1432-1129742676_thumb.png

post-1432-1129742697_thumb.png

DK.zip

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I'd have to agree, it's starting to look just like the DK machine down over at FleaWorld/FunWorld (minus the laggy Jump button :?:  ).  How does one enable the expansion (if needed), or insert a coin?  I tried every keypad key with no effect.

950988[/snapback]

 

The expansion is enabled by default. Coin inserted screen isn't working yet. Working on it right now... :)

 

Eduardo

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BTW, I can include both the US and Japanese versions in the same cartridge, no problem. I will need an option screen anyway to let players change arcade dip switches.

And Jonnywc, nice to meet you. I would love to include your boards (from CHAMP Kong), if you don't mind. You really did a nice job there. :)

 

Eduardo

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Ugh, this really sucks. The rom completely locks up on boot if I enable an actual joystick. Also with Pac-Man Collection within less than ten seconds as soon as Pac starts moving (when I'm able to start the game), the game freezes up. Is there some sort of glitch in the joystick emulation that causes this?

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BTW, I can include both the US and Japanese versions in the same cartridge, no problem. I will need an option screen anyway to let players change arcade dip switches.

And Jonnywc, nice to meet you. I would love to include your boards (from  CHAMP Kong), if you don't mind. You really did a nice job there. :)

 

Eduardo

951060[/snapback]

 

 

So far so *great* Eduardo. This is *so* exciting. Thanks again for working on this port for the ColecoVision. I can't wait for the finished product! Keep up the great work!

 

Your above post is already too good to be true. US and Japanese versions (and if JohnnyWC gives you the green light), Champ Levels too! Excellent stuff!

 

-Trebor

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And Jonnywc, nice to meet you. I would love to include your boards (from  CHAMP Kong), if you don't mind. You really did a nice job there. :)

951060[/snapback]

 

Hello Eduardo - nice to meet you too! :)

 

You're more than welcomed to include the boards from CHAMP Kong. If you need any help with the implementaion, I'd be more than happy to show you the source, although it's in C. It's been 10 years so hopefully I can remember how I did it...

 

Also, if you want a quick way to skip through levels on CHAMP Kong to get screen shots, etc., I believe F3+N+X+T (next) will skip the current level and jump to the next. F3-J-W-C will give you 9 lives I think. There's also an invincibility code - might be F3-INV, but I'm not sure. If you clear the CHAMP rivet stage, you'll be treated to a nice end-game sequence that was supposed to be an intro to the sequel to CHAMP Kong (any guesses??? :)).

 

Good luck!

 

Thanks,

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If you clear the CHAMP rivet stage, you'll be treated to a nice end-game sequence that was supposed to be an intro to the sequel to CHAMP Kong (any guesses??? :)).

Donkey Kong Jr. ?!?!? No way! :lust: 'Back in the day' (and even now *cough* *cough*) , I really wish Champ Frogger (Frog-em), and Champ Burgertime (Burger Chef), were completed and released. Now to hear about this too...aaaaawwww...Johnny you are *killing* me. :D I even have a kept the 'original' Champ Game ports (Prior to the new interface/graphic engine).

 

Anyhow, thanks Johnnywc for giving Eduardo the green light. I'm more than ever anxious to see the fruits of this project. Opcode's ports are dead-on Arcade goodness :)

 

-Trebor

Edited by Trebor
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Hi!

 

Well, after inserting coins, I can now start a game in DK. 1 or 2 players games are possible. The first part of the animated intro sequence is also working. Not much yet, just the initial platform layout, but it was created using a port of the actual arcade screen generator. So I can in fact create any screen layout using it.

The game is a little instable right now, due to bad interruption handling. Next, I need to implement a more robust INT handling. :) It is really easy, and once it is ok, I will post a new binary here.

After it, lets help that Gorilla go to the top.

 

Eduardo

post-1432-1129840645_thumb.png

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Wow! You work lightning fast! :D

 

 

Yeah, Scotty, we need more power! :D

 

Here is the last build.

 

Eduardo

951646[/snapback]

 

Hi Eduardo,

 

Thanks for keeping us updated with you progress :)

 

Unfortunately, this build you posted either appears as a blank screen or some garbled number characters - nothing else, when loaded in the special Memory-Pak Mess 0.99 you posted previously.

 

-Trebor *Anxiously awaiting to see the progress* :lust:

 

*UPDATE: I deleted coleco.ini & coleco.cfg from their respective directories and tried again. Works fine now. Looking fantastic! :D

Edited by Trebor
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Hi there!

 

Boy, I found something very interesting in DK. That "How high" screen was created to generate a stack of up to 6 monkeys. There is very specific code there, like the two extra strings: 125m and 150m. The code even check if the number of monkeys isn't greater than 6.

Since I have never seen a stack of 6 monkeys in DK, I suppose the original idea was to have 6 screens. Good question to ask Miyamoto san some day... :)

 

Eduardo

 

Here is the proof (from MAME - set address 622EH to 05H)...

post-1432-1130010326_thumb.png

Edited by opcode
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Hi there!

 

Boy, I found something very interesting in DK. That "How high" screen was created to generate a stack of up to 6 monkeys. There is very specific code there, like the two extra strings: 125m and 150m. The code even check if the number of monkeys isn't greater than 6.

Since I have never seen a stack of 6 monkeys in DK, I suppose the original idea was to have 6 screens. Good question to ask Miyamoto san some day... :)

 

Eduardo,

 

Aha! Maybe you aren't familiar with the U.S. version then. Because of the way the U.S. version does it's levels! :)

 

The Japanese version only can show 4 monkeys (100m) since it's only and ALWAYS 4 levels per stage (1-2-3-4; repeat). Where 1=ramps, 2=pie/conveyerbelt, 3=elevators, 4=rivets/ziggurat/final

 

However, in the U.S. version of Donkey Kong, they mixed up the levels! so you WILL eventually see 6 monkeys... because of how it does the stages. It goes:

 

1-4 (50m)

1-3-4 (75m)

1-2-3-4 (100m)

1-2-1-3-4 (125m)

 

...and finally ending in a 1-2-1-3-1-4 (150m) sequence which repeats. So the highest you could get is 150m

 

Personally it's for that reason I like the U.S. version a little better even though I grew up knowing the jap one. :)

Edited by NE146
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Hi NE146,

 

Oh, thanks for that bit of info. I am not really familiar with the US version. Well, taking that into account, I created a new build of DK. Now it already displays the "How high" screen. Since it isn't possible to stack 6 monkeys in the CV screen (due to resolution limitations), I am throwing away the bottom-most monkey when the game needs to display 6 monkeys (150m).

 

Eduardo

post-1432-1130258588_thumb.png

post-1432-1130258604_thumb.png

DK.zip

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