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Author Topic: Donkey Kong + Pauline - Dual-Version  (Read 11095 times)
ajhippel
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« on: May 18, 2015, 03:20:43 PM »


a few weeks ago i found the donkey kong arcade pauline hack

http://www.multigame.com/dkp_arcade.html  - http://www.multigame.com/dkp_arcade.html

and fell in love with that version.

first i want to mention here that all of the original arcade work belongs to Clay Cowgill. Without his work mine wouldn't be possible.
The original idea is from Mike Mika.. he should be mentioned and thanked as well!

after reading the information i found an interesting statement:

..."There's a lot of unused space in the Donkey Kong graphics ROMs. "...

here i thought - maybe there is enough free space to combine both graphics. i knew that there is more to do than just swap the grafic data.
i wanted to create a switchable version (to increase the woman-acceptance-factor) ;-)

i have the source-code of DK for my online project so i gave it a try.

first i downloaded the rom-patches for Pauline and made a original Pauline version.

then i downloaded turaco (it was not that easy to run that program on Win7 64bit) and extracted both graphic-images.

there i saw, that there is really enough free space to combine both versions.
DK has space for 128 Objects, but only 92 are filled with graphics.
that means 36 free spaces.

there are 29 changed objects for the Pauline-Edition - so it should work Smiley

after combining both graphics i started to modify the dk program.

the easiest way was a conversion-table for all 128 sprites (most of them will be unchanged).
e.g. when the program wants to show sprite #0 (mario), it should show pauline (sprite #53)


spritetable:
          defb #53,#54,#55,#56,#57,#58,#59,#07,#5a,#5b,#5c,#5d,#5e,#5f,#67,#68
          defb #69,#6a,#6b,#6c,#6d,#15,#16,#17,#18,#19,#1a,#1b,#1c,#1d,#1e,#1f
          defb #20,#21,#22,#23,#24,#25,#26,#27,#28,#29,#2a,#2b,#2c,#2d,#2e,#2f
          defb #30,#31,#32,#33,#34,#35,#36,#37,#38,#39,#3a,#3b,#3c,#3d,#3e,#3f
          defb #40,#41,#42,#43,#44,#45,#46,#47,#48,#49,#4a,#4b,#4c,#4d,#4e,#4f
          defb #50,#51,#52,#53,#54,#55,#56,#57,#58,#59,#5a,#5b,#5c,#5d,#5e,#5f
          defb #60,#61,#62,#63,#64,#65,#66,#67,#68,#69,#6a,#6b,#6c,#6d,#6e,#6f
          defb #70,#71,#72,#47,#71,#07,#76,#77,#6e,#6f,#70,#7b,#7c,#7d,#7e,#7f

the colors must be altered as well, so again - a table:

colortable:
          defb #ff,#ff,#ff,#ff,#ff,#ff,#ff,#0d,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff
          defb #ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff
          defb #ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff
          defb #ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff
          defb #ff,#ff,#ff,#ff,#ff,#ff,#ff,#08,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff
          defb #ff,#ff,#ff,#09,#09,#09,#09,#09,#09,#09,#09,#09,#09,#09,#09,#09
          defb #ff,#ff,#ff,#ff,#0c,#09,#01,#09,#09,#02,#02,#02,#02,#02,#09,#09
          defb #09,#01,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff,#ff

...and sometimes i had to convert it back again for math-operations:

spritebacktable:
          defb #00,#01,#02,#03,#04,#05,#06,#75,#08,#09,#0a,#0b,#0c,#0d,#0e,#0f
          defb #10,#11,#12,#13,#14,#15,#16,#17,#18,#19,#1a,#1b,#1c,#1d,#1e,#1f
          defb #20,#21,#22,#23,#24,#25,#26,#27,#28,#29,#2a,#2b,#2c,#2d,#2e,#2f
          defb #30,#31,#32,#33,#34,#35,#36,#37,#38,#39,#3a,#3b,#3c,#3d,#3e,#3f
          defb #40,#41,#42,#43,#44,#45,#46,#73,#48,#49,#4a,#4b,#4c,#4d,#4e,#4f
          defb #50,#51,#52,#00,#01,#02,#03,#04,#05,#06,#08,#09,#0a,#0b,#0c,#0d
          defb #60,#61,#62,#63,#64,#65,#66,#0e,#0f,#10,#11,#12,#13,#14,#78,#79
          defb #7a,#74,#72,#73,#74,#75,#76,#77,#78,#79,#7a,#7b,#7c,#7d,#7e,#7f

i don't want to get too technical here - there other small things i changed, e.g.:
mario (as hostage) is much smaller than pauline - so i lowered the "help"-text one line.

and finally i put a "switch" that all those changes can be switched "on" and "off".

hardware-modifications:
* change 5 of 6 graphic-eproms
* and a savekit with the new program

here are some screenshots:


* objects.jpg (186 KB, 1024x700 - viewed 544 times.)

* 0004.png (81.98 KB, 446x406 - viewed 648 times.)

* 0005.png (82.96 KB, 446x406 - viewed 655 times.)

* 0006.png (83.43 KB, 446x406 - viewed 659 times.)

* 0007.png (83.22 KB, 446x406 - viewed 604 times.)

* 0008.png (82.01 KB, 446x406 - viewed 608 times.)

* 0009.png (82.36 KB, 446x406 - viewed 579 times.)

* 0011.png (82.3 KB, 446x406 - viewed 683 times.)
« Last Edit: May 18, 2015, 03:28:13 PM by ajhippel » Logged

there is too much butter on those trays
ajhippel
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« Reply #1 on: May 18, 2015, 03:23:59 PM »

four days ago i made a switchable version of d2k - Pauline returns.

further information will follow...



* 0000.png (81.42 KB, 446x406 - viewed 580 times.)

* 0002.png (83.34 KB, 446x406 - viewed 582 times.)

* 0003.png (82.06 KB, 446x406 - viewed 590 times.)

* 0004.png (79.37 KB, 446x406 - viewed 609 times.)

* 0005.png (85.47 KB, 446x406 - viewed 658 times.)

* 0006.png (84.01 KB, 446x406 - viewed 661 times.)

* 0009.png (79.48 KB, 446x406 - viewed 622 times.)

* 0010.png (84.34 KB, 446x406 - viewed 606 times.)
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there is too much butter on those trays
ajhippel
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« Reply #2 on: May 18, 2015, 03:26:18 PM »

more pix


* 0013.png (79.89 KB, 446x406 - viewed 663 times.)

* 0015.png (84.16 KB, 446x406 - viewed 585 times.)

* 0017.png (83.7 KB, 446x406 - viewed 649 times.)

* 0021.png (82.13 KB, 446x406 - viewed 664 times.)

* 0023.png (82.15 KB, 446x406 - viewed 617 times.)

* 0026.png (80.36 KB, 446x406 - viewed 603 times.)
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there is too much butter on those trays
Thwocker
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« Reply #3 on: May 18, 2015, 03:26:32 PM »

The Wizzard strikes again!   Shocked
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anunaki
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« Reply #4 on: May 18, 2015, 03:29:41 PM »

Hell yeah. This is amazing Jochen.

Biggup big time for this one Space Ace Space Ace

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Wurstkopp
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« Reply #5 on: May 18, 2015, 03:42:16 PM »

Lol, great idea!! lol
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Robotron, Smash TV, Final Fight, Donkey Kong, Red Tent, Indiana Jones, Galaga 88, Roadblasters SD, Centipede cabaret, Asteroids cabaret, Phoenix cabaret, MVS-U4
Etienne MacGyver
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« Reply #6 on: May 18, 2015, 04:33:51 PM »

Fantastic !

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Q*ris
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« Reply #7 on: May 18, 2015, 04:49:26 PM »

I confirm what Magic Jochen wrote above.
It works 300% and it's awesome!


* DK_pauline.jpg (80.6 KB, 720x960 - viewed 532 times.)
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ckong
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« Reply #8 on: May 18, 2015, 06:50:17 PM »

Wow, I love it.  Space Ace
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DarthNuno
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« Reply #9 on: May 18, 2015, 08:16:56 PM »

Pauline  Kiss Kiss Kiss

 Space Ace Space Ace Space Ace
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Level42
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« Reply #10 on: May 18, 2015, 08:26:04 PM »

You deserve the arcade emancipation award 2015 buddy !!

Awesome work !

One stupid question: doesn't the conversion table referecing eat up (some) processors time ?
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ajhippel
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« Reply #11 on: May 18, 2015, 09:06:33 PM »

You deserve the arcade emancipation award 2015 buddy !!

Awesome work !

One stupid question: doesn't the conversion table referecing eat up (some) processors time ?

yes it does use some cpu time but it does not affect any timing.

the whole game is nmi-irq based

it means, the main game program runs every nmi interrupt (about 60hz)...

so if a sprite is set about 50 clockcylcles later than the "original" - it can not be recognized.

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gyruss
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« Reply #12 on: May 18, 2015, 09:12:13 PM »

hahaha, this is great!  Space Ace Space Ace Space Ace
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« Reply #13 on: May 18, 2015, 09:30:47 PM »

You deserve the arcade emancipation award 2015 buddy !!

Awesome work !

One stupid question: doesn't the conversion table referecing eat up (some) processors time ?

yes it does use some cpu time but it does not affect any timing.

the whole game is nmi-irq based

it means, the main game program runs every nmi interrupt (about 60hz)...

so if a sprite is set about 50 clockcylcles later than the "original" - it can not be recognized.



Hah, tell that to the Hi-Score guys  Grin Grin Grin Grin Grin Grin

No I understand. And Pauline version is not Hi-Score material anyway.......or is it ? Wink
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Franzy21
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« Reply #14 on: May 18, 2015, 09:36:08 PM »

Awesome work!!
I wish I could play with it.
 Grin
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