http://users.axess.com/twilight/sock/dkremix/index.html (http://users.axess.com/twilight/sock/dkremix/index.html)
http://users.axess.com/twilight/sock/dkremix/index.html (http://users.axess.com/twilight/sock/dkremix/index.html)
.dsk is there a way to get this running in 106 ?
http://users.axess.com/twilight/sock/dkremix/index.html (http://users.axess.com/twilight/sock/dkremix/index.html)
.dsk is there a way to get this running in 106 ?
This kind of stuff makes 106 look like it came from the future... you will need a Tandy CoCo 3 emulator, DOS Box, and maybe some divine intervention. I'm working on it though...
Got 'em. The sound and colors are messed up (as the guy said might happen in an emulator), but it plays.
(http://i.imgur.com/pK2LiDH.png)
I'll look into adding a 7th digit for the arcade port. There are plenty of point pressing opportunities in the game (with hammers on the elevator level, the re-cycling of barrels in the spring+barrels level, hammers on the same platforms as the fireball spawning oil cans in the new cement level...) so I imagine it is foreseeable that eventually there may be a million point game.
It has the same L22 killscreen, the levels up till then are completable in the allotted time, the number of stages per level has the same "2,3,4,5,6,6..." pattern (the stages themselves vary - 3 types of barrel stages, 2 cement stages, 2 elevator stages, 3 types of rivet stages)
Oh. I tried playing it in MAME/MESS and yes my controller did seem a bit laggy. There's a convoluted way to configure the keyboard to work as the joystick and that seemed more responsive. I also found if you make a 2nd copy of the coco3.zip rom file in the roms directory, and rename the 2nd copy to coco3h.zip, it'll allow MAME/MESS to emulate a CoCo 3 with a 6309 processor instead of a 6809 processor - and the game will run at a slightly more fluid frame rate.
I've updated the file on my web page:
it gives me the chance to iron out the glitches in advance, before it becomes locked down as ROM in actual DK cabinets.
I'm wondering, is it really hard because it's new... and nobody's learned tricks yet? Was the original DK too hard in the beginning, but seems easier now because players have developed strategies and experience?
Jumpman can actually jump while using blue hammers.
The 'bonus stages' still feel like there's a little something missing... but I'm not sure what I could do as I have only about 200 bytes of ROM space left.