Pixelboy, on Sun Jul 5, 2009 12:40 AM, said:
opcode, on Sat Jul 4, 2009 11:09 PM, said:
Another tantalizing demo!

Thank you. You know, porting DK isn't that hard after all. The graphics are a lot of work, more than Arkanoid, but game logic is much simpler.
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So you're controlling Mario yourself in these latest videos?
Yep, I changed attract mode so I could select the stage and control Mario myself. I still need to post a video showing Mario using the elevators in stage 3. Pretty cool…
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This would imply that you got the CV controller input routines working.
Input routines were done long ago (in 2007), as were the preliminary sprite driver showing Mario. I just finished some of the animations in each stage,
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From what I can see here, only the barrels, fireballs, firefoxes and springs are left to include,
Actually a lot more than that. Before I get to the sprite driver I still need to finish the fire animation over the oil barrel in stage 1 and 2, Mario handling hammers, Mario catching Pauline items, Mario death animation, barrels being removed from the barrel stack in stage 1 (that happens in the last 400 bonus points in that stage), DK scrolling in stage 2 and perhaps a few things more...
Most of the enemies like springs, fireballs, barrels etc are already implemented, but we won't see them till I finish the sprite driver, which for this game will be very complex.
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which I would expect is the really challenging part, mostly in terms of designing a sprite manager that will minimize flicker, but also adapting the enemy AI to the TV screen resolution. Looks like you got your work cut out for you, Eduardo.

Actually the enemies were pretty easy to do; I ported them in an afternoon. The problem will be the sprite driver.
It's quite possible that this version will be the first one with enemies that behave exactly like the arcade, and I believe you will be able to see that especially in stage 1, with the "skull" barrels.
As for the sprite driver, since we have plenty of space in the MegaCart, I was thinking about offering the user the option to select between two different sprite drivers: for those who like colorful sprites (myself included), you can select enemies with two colors, though flicker could be a little more intense in some places, while those who absolutely hate flicker can select enemies with just a color.
Stage 1 will be specially challenging for the sprite driver, as that stage uses up to 16 enemies on screen. Considering 2 sprites per enemy, you have all 32 sprites allocated to enemies. So the sprite driver would need to deal with sprite multiplexing too. Of course that only happens in extreme cases, for a short period.
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By the way, is it just me, or is Mario's walking animation a little too fast? I know the hands are supposed to go back and forth at a rather high speed, but the feet seem to be flapping faster than WB's Tasmanian Devil. Maybe it's just me...
EDIT: Never mind, I just checked some DK arcade game footage on YouTube. So it IS just me.

Animation is absolutely arcade perfect, both in terms of speed and graphics (except perhaps for colors). I have heard some Atari 800 users bragging that their version (aka DK with cavities) is the best one available on any classic system. So I hope this new port will show them why the CV is THE “arcade quality system”. Damn, I hope that even NES fans (which is a system I respect very much, btw) will be envy...
Eduardo