Author Topic: My new DK cab has too many fireballs  (Read 8141 times)

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Offline TheSunshineFund

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Re: My new DK cab has too many fireballs
« Reply #15 on: December 17, 2013, 04:57:18 am »
what about value? is it worth more or less then the standard version? or no change?

will i be able to trade it you think?

I think it would be worth more to a collector than a competitive player since that person would be at a disadvantage in terms of HS attempts using that romset (not to mention I'm assuming it's not alllowed).   You might want to try klov.com, I'm sure it's a rarer boardset and people might want it in exchange for the normal romset.
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The Butcher

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Re: My new DK cab has too many fireballs
« Reply #16 on: December 17, 2013, 05:31:08 am »
It is already up on KLOV

How much would it cost me for a standard DK board so I can just swap it out? Wouldn't mind keeping this if no one else wants to jump on it, it is pretty neat.

Offline TheSunshineFund

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Re: My new DK cab has too many fireballs
« Reply #17 on: December 17, 2013, 06:55:58 am »
It is already up on KLOV

How much would it cost me for a standard DK board so I can just swap it out? Wouldn't mind keeping this if no one else wants to jump on it, it is pretty neat.

$125-$150 probably.

I would just have the couple of original roms burnt for the 2 locations that need to be swapped.  I really doubt going forward there will be any issues with using those freshly made roms in conjunction with the original boardset.
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We couldn't greet you with a simple hello
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The Butcher

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Re: My new DK cab has too many fireballs
« Reply #18 on: December 17, 2013, 11:00:59 am »
A guy on KLOV is going to give me a set of the original ROMs in exchange for the opportunity to burn my ROMs for himself, so looks like I'm good to go.

If anyone else would like to burn them, let me know via PM.

Offline up2ng

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Re: My new DK cab has too many fireballs
« Reply #19 on: December 17, 2013, 07:55:30 pm »
Very interesting video.

It appears to me that what happens here is that the game starts out on screen 1-1 on internal difficulty #1 as normal.  At the first transition to a higher difficulty towards the end of 1-1, the game appears to change directly to internal difficulty #5.  Then, it appears to stay on internal difficulty #5 for the rest of the game instead of resetting itself on each screen.

On 1-1, you can see that the fireballs start out moving very slowly.  Then, towards the end of the screen, they change over to moving very rapidly, appearing to skip over the intermediate speeds.  Also, the beginning of the screen begins with barrel release patterns that are consistent with internal difficulty #1, which results in Kong pausing after every barrel is released.  At the end, it appears to have a barrel release pattern consistent with internal difficulty #5, which results in Kong pausing after every 5th barrel is released.  On 2-1, barrel steerability appears to be dramatically improved, although that's always harder to quantify without a larger sample.

Interestingly, certain features remain unchanged such as the path of the first barrel on 2-1, the spring speeds on 2-2 and the prize values.  However, these are all tied to the actual level number in the code and NOT to internal difficulty.  The only thing that has me confused right now are the wild barrels, which SHOULD be tied to internal difficulty, but there appear to be Type 1 wild barrels on 2-1, which doesn't fit with my theory.

One fun experiment would be to speed run through 1-1 (do not grab ANY hammers), trying to get to the top before the first transition to a higher internal difficulty.  Then, see if this affects what happens on 1-2 -- specifically with firefox spawn rate and the firefox speeds at the beginning of the screen.  Something tells me that 1-2 would start out at internal difficulty #5 no matter what you do, but that would tell us something about how the hack was written.  For example, is it just a running timer that continues even during intermissions, etc, or does it auto-set it to 5 at the end of the first screen, or could it potentially reset at the beginning of 1-2, potentially giving you around 30 seconds to play on the easy (normal) setting on 1-2?

Anyway, thanks for sharing.  I find it interesting that this version appears to be rare, but not completely unique.
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Offline ChrisP

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Re: My new DK cab has too many fireballs
« Reply #20 on: December 17, 2013, 08:05:21 pm »
Well according to Mark, some members here got the ROMs from Ken.

Anybody wanna post those?
http://donkeykongblog.blogspot.com

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7/26/2013   Coin 35,946   710,800   18-1
7/28/2013   Coin 35,947   903,700   22-1
8/16/2013   Coin 35,948   694,100   17-6
8/17/2013   Coin 35,949   893,100   22-1

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The Butcher

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Re: My new DK cab has too many fireballs
« Reply #21 on: December 18, 2013, 05:28:24 am »
I plan on resolving my twitch issues tonight so I'll get a stream of the game play that doesn't look like a terrorist video up some time this week for anyone interested. I've been having trouble connecting to twitch at all lately via xsplit (keeps wanting me to do an update and whenever i hit yes, it fails, no matter what). It either can't connect at all, or it's so laggy it's worthless.

Offline Scoundrl

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Re: My new DK cab has too many fireballs
« Reply #22 on: December 18, 2013, 11:34:51 am »
Well according to Mark, some members here got the ROMs from Ken.

Anybody wanna post those?

Here they are. As far as having any value, they really dont. While originals seem to be pretty rare the rom images are available and burning them is quite cheap.

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The Butcher

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Re: My new DK cab has too many fireballs
« Reply #23 on: December 23, 2013, 06:30:49 am »
Well i got 147,000 on the "fast" chip set last night, that was pretty fun :)