[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: Donkey Kong - is this possible?
1) That and the music is off-pitch, and I think that can be fixed relatively easily.
3) Yes, probably. But I'd be more interested in using 5-2-2 DAC samples for DK's grunt. Given space constraints it may not be possible though.
Really the only think I dislike about this port is that the jumping looks like an inverted U shape and it doesn't feel natural compared to traditional Mario physics. I could investigate that some other time, but I suspect the jump works that way because of some kludgy movement code rather than a typical velocity-based mechanic used by other mario games. Identifying the responsible code shouldn't be too hard (metacheat works well for this) but replacing the code is a trickier endeavor.
Thanks for making this game hard drive installable!
-B
On Monday, November 19, 2012 4:55:02 AM UTC-6, Steve Nickolas wrote:
> The existing Apple ][ port of Donkey Kong is very good. There's a couple
>
> things I'd change if I knew how, though.
>
>
>
> 1. Pretty much the only missing thing from the game is the opening
>
> cutscene (Kong carrying Pauline up the first stage and then stomping to
>
> bend it, beginning of http://www.youtube.com/watch?v=E1Ey9OdQXV0 has
>
> this).
>
>
>
> 2. In this version (just like the US Arcade version), on level 1, you only
>
> play the Barrels and Rivets stages; on level 2, you play all but the
>
> conveyor belt stage. I'd like to see if it could be patched to play all
>
> four stages from level 1 up (like the Japan Arcade version and Crazy
>
> Kong).
>
>
>
> 3. Is it possible to add Mockingboard support to this? XD
>
>
>
> -uso.