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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.