Author Topic: Donkey Kong + Pauline - Dual-Version  (Read 14624 times)

ajhippel

  • Member
  • **
  • Posts: 147
    • View Profile
Donkey Kong + Pauline - Dual-Version
« 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 :)

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:
« Last Edit: May 18, 2015, 03:28:13 PM by ajhippel »
there is too much butter on those trays

ajhippel

  • Member
  • **
  • Posts: 147
    • View Profile
Re: Donkey Kong + Pauline - Dual-Version
« 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...

there is too much butter on those trays

ajhippel

  • Member
  • **
  • Posts: 147
    • View Profile
Re: Donkey Kong + Pauline - Dual-Version
« Reply #2 on: May 18, 2015, 03:26:18 PM »
more pix
there is too much butter on those trays

Thwocker

  • ArcadeLifeStyler'
  • ***
  • Posts: 620
    • View Profile
    • Universal Arcade Cabs
Re: Donkey Kong + Pauline - Dual-Version
« Reply #3 on: May 18, 2015, 03:26:32 PM »
The Wizzard strikes again!   :o
Wanted: everything Universal , Stern and Gottlieb. Currently looking for Computer R3, Curve Ball, Goal to Go, Jungler, Fast Draw, Limbo, No Man's Land and Speed Coin.

anunaki

  • ArcadeLifeStyler'
  • ***
  • Posts: 1432
    • View Profile
Re: Donkey Kong + Pauline - Dual-Version
« Reply #4 on: May 18, 2015, 03:29:41 PM »
Hell yeah. This is amazing Jochen.

Biggup big time for this one :spaceace: :spaceace:


Wurstkopp

  • Member
  • **
  • Posts: 497
  • Sausage loving vegetarian
    • View Profile
    • NIKLAS HUGHES ILLUSTRATIONS
Re: Donkey Kong + Pauline - Dual-Version
« Reply #5 on: May 18, 2015, 03:42:16 PM »
Lol, great idea!! :lol:


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

  • ArcadeLifeStyler'
  • ***
  • Posts: 7611
  • The Netherlands
    • View Profile
Re: Donkey Kong + Pauline - Dual-Version
« Reply #6 on: May 18, 2015, 04:33:51 PM »
Fantastic !


Q*ris

  • ArcadeLifeStyler'
  • ***
  • Posts: 2501
  • CAP'TAIIIN ARCADE!
    • View Profile
Re: Donkey Kong + Pauline - Dual-Version
« Reply #7 on: May 18, 2015, 04:49:26 PM »
I confirm what Magic Jochen wrote above.
It works 300% and it's awesome!

ckong

  • ArcadeLifeStyler'
  • ***
  • Posts: 3177
  • The Netherlands
    • View Profile
Re: Donkey Kong + Pauline - Dual-Version
« Reply #8 on: May 18, 2015, 06:50:17 PM »
Wow, I love it.  :spaceace:

DarthNuno

  • Administrator
  • ArcadeLifeStyler'
  • *****
  • Posts: 11708
  • Singe's castle
    • View Profile
    • Dragon's Lair Fans / Arcade LifeStyle
Re: Donkey Kong + Pauline - Dual-Version
« Reply #9 on: May 18, 2015, 08:16:56 PM »
Pauline  :-* :-* :-*

 :spaceace: :spaceace: :spaceace:

level42

  • ArcadeLifeStyler'
  • ***
  • Posts: 13555
  • Ridderkerk, arcade capital of Europe !
    • View Profile
    • Arcade 42
Re: Donkey Kong + Pauline - Dual-Version
« 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 ?

ajhippel

  • Member
  • **
  • Posts: 147
    • View Profile
Re: Donkey Kong + Pauline - Dual-Version
« 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.

there is too much butter on those trays

gyruss

  • ArcadeLifeStyler'
  • ***
  • Posts: 2332
  • The Netherlands
    • View Profile
Re: Donkey Kong + Pauline - Dual-Version
« Reply #12 on: May 18, 2015, 09:12:13 PM »
hahaha, this is great!  :spaceace: :spaceace: :spaceace:

level42

  • ArcadeLifeStyler'
  • ***
  • Posts: 13555
  • Ridderkerk, arcade capital of Europe !
    • View Profile
    • Arcade 42
Re: Donkey Kong + Pauline - Dual-Version
« 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  ;D ;D ;D ;D ;D ;D

No I understand. And Pauline version is not Hi-Score material anyway.......or is it ? ;)

Franzy21

  • Member
  • **
  • Posts: 179
    • View Profile
Re: Donkey Kong + Pauline - Dual-Version
« Reply #14 on: May 18, 2015, 09:36:08 PM »
Awesome work!!
I wish I could play with it.
 ;D
Dreaming of a Namco Galaxian waiting in a barn for me... somewhere! A Nintendo Sheriff would also make me happy. And a SNK Sasuke Vs Commanders or a SEGA Samurai... Argh too many; in fact!