Donkey Kong And The Wrong Colours
I vaguely remember asking this question many years ago, but it seems worthwhile in the context of the frankly amazing hack/mods I've just discovered recently like Mr Heli, Pac-Land and the Renegade games.
How possible would it be for someone to fix the colours in the licenced Ocean port of Donkey Kong? It's always annoyed me that for no obvious reason they were all wrong (particularly on the last stage), when the Speccy had a palette perfectly capable of rendering something that looked like the arcade game.
Below: the actual Speccy game on the left, one possible recolouring on the right. (Decisions, of course, would need to be taken about colour clash, but this is as close as you can get to the coin-op.)
It's a pretty decent port, especially on 128K, but getting the colours right would make it twice as good. As it stands the C64 and (especially) Amstrad ports shame it, and given the miracles people have worked revamping other games, Kong seems like it could be a great candidate.
How possible would it be for someone to fix the colours in the licenced Ocean port of Donkey Kong? It's always annoyed me that for no obvious reason they were all wrong (particularly on the last stage), when the Speccy had a palette perfectly capable of rendering something that looked like the arcade game.
Below: the actual Speccy game on the left, one possible recolouring on the right. (Decisions, of course, would need to be taken about colour clash, but this is as close as you can get to the coin-op.)
It's a pretty decent port, especially on 128K, but getting the colours right would make it twice as good. As it stands the C64 and (especially) Amstrad ports shame it, and given the miracles people have worked revamping other games, Kong seems like it could be a great candidate.
Post edited by Rev_Stuart_Campbell on
Comments
Do you really want to see in new color ? The 1st room is ready and the others are easy to finish. There is a limit in the recolouring. See the 1st room:
The hammer and the barrels are white in the game. On your plan one is white, others are yellow. They have to same color.
The original game has special loader. I don't want to make new tzx only I can give you a snapshot if it is good.
Pgyuri
SevenFFF / Threetwosevensixseven / colonel32
NXtel • NXTP • ESP Update • ESP Reset • CSpect Plugins
Would love to see :)
(I don't get any screenshots in your post. Personally I think I'd prefer the hammer and barrels both to be yellow.)
Here is the recoloured Donkey Kong.
Limits:
All room has same background color (default is black-white) and all objects, enemies have this colour and the lift in the room 3 uses this color too.
The floor in the room 4 has only simple black-blue colour, can't combine blue-cyan colours (the holes must be black in the floor pattern).
The others colours are ready, just 195 bytes fun (and many hours)! Some colour data was easy to hack, others were harder. To make other recolouring the program code must be rewritten.
Bonus graphics:
$D615 >> set 18 bytes to $43 purple border
Kong graphics:
$D6BB >> set 12 bytes to $43 purple Kong
Princess place:
$8C80 >> set the byte to $42 red floor under princess when Kong takes her
Intro:
$D42D >> set all 4th bytes to $45 until $FF cyan ladder
$D325 >> set all 6th bytes to $42 until $FF red floor
$D52A >> set all 4th bytes to $42 until $FF red floor at ladders
$CB61 >> set the byte to $03 climber purple Kong
Room 1:
$D349 >> set all 4th bytes to $45 until $FF cyan ladder
$D222 >> set all 6th bytes to $42 until $FF red floor
$D442 >> set all 4th bytes to $42 until $FF red floor at ladders
Room 2:
$D386 >> set all 4th bytes to $45 until $FF cyan ladder
$D282 >> change all 6th bytes value $43 to $42 until $FF red floor (yellow stays)
$D48B >> change all 4th bytes value $43 to $42 until $FF red floor at ladders (yellow stays)
Room 3:
$D3C3 >> set all 4th bytes to $45 until $FF cyan ladder
$D2B0 >> set all 6th bytes to $42 until $FF red floor
$D4C4 >> set all 4th bytes to $42 until $FF red floor at ladders
Room 4:
$D3F4 >> set all 4th bytes to $45 until $FF cyan ladder
$D306 >> set all 6th bytes to $41 until $FF blue floor
$D4F1 >> set all 4th bytes to $41 until $FF blue floor at ladders
$D6AE >> set the byte to $46 yellow traps in floor
Final:
$98C4 >> set the byte to $01 blue fallen floors
$9928 >> set the byte to $43 fallen purple Kong
$9971 >> set the byte to $41 blue floor under lovers
If you have no time to type-in, download here:
http://kerekasztal.sinclair.hu/viewtopic.php?f=19&t=1013
Have fun!
Pgyuri
Thank you so much :)
How would we apply these fixes to the 128K version?
128K version: http://worldofstuart.excellentcontent.com/retroboxing/DonkeyKongRecoloured.zip
I made the TAP and TZX (with Mick Farrow's beautiful loading screen).
TAP
TZX with turbo loader
Just to finish the job off, here are a couple of tape boxes for the 128K and 48K versions:
dropbox.com/s/127hqomkzx9t53d/donkey%20kong%20%28gfxmod%29.z80?dl=0
Have you thought of using the excellent graphics of Gabriele Amore? You can find them on his facebook.
JSpeccy-win32-portable
@luny@mstdn.games
https://www.luny.co.uk
*Gets coat
@luny@mstdn.games
https://www.luny.co.uk
Give it a rest, mate. If you don't like the new version, stick with the crappy one.
@luny@mstdn.games
https://www.luny.co.uk