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(+1)

there are command line options to set it in the ADF. You'll have to edit startup sequence

(1 edit)

Nice port, it plays good. What exactly must be changed in the startup-sequence, to have the other level-order? I read the entries there, but it's not clear, what to change exactly. 

here are 2 interesting switches

- CRAZYKONGLEVELS/S: "crazy kong" japanese version order

- NICEBARRELS/S: barrels don't fall on the ladder if Mario is high enough (like Japanese version)

(6 edits)

Thanks for the infos. I tried it in different ways (write this in an extra-line of the startup-sequence, write it in the line in which "Prompt "Selection:>" is written, etc, but it don't work in all the ways i tried. How exactly must it be written there, in an extra line or behind some other stuff?

Maybe it would make sense, to make the japanese level-order a selectable point in this menue, that comes, when the user load the game (this menue, in which different things can be chosen, like manual, infos, cheat-keys and so on). Wouldn't that make sense? The Japanese level-order is the better one anyway.

Two other things I noticed while playing. (1) The floppy motor doesn't shut off after the game has loaded, i think this should be changed (better for the hardware).

(2) In Level 2 (the one with the conveyor-belts), the game runs a bit jerkily, especially when you are on the second plane, at least on my A500. Sometimes entire animations for the Mario character are missing then and he seems to disappear shortly and then reappears. The other three levels run perfectly fine on the Amiga500. I have a suspicion, as to what the problem in Level 2 might be. If Mario is on the conveyor-belts and runs in the direction, the belt is also running in that moment, he speeds up considerably and then the player can notice things like frameskipping alot more, which could be the problem here, on A500 machines (if the game runs in a 25FPS mode there)? Mario then runs jerkily and seems to disappear for a short moment and then is suddenly two steps ahead, when he reappears. Perhaps this could be fixed, by not running the game with frameskipping, in such moment, when the Mario sprite is on the conveyor-belts in the second level? I don't know, how much slower the gameplay then will be on A500 machines, because if that's too much, then this suggestion obviously doesn't make sense. But if it's not much, maybe it could make an improvement in this "disappearing reappearing" problem? I haven't tried the game on an A1200 yet, but I assume, this problem doesn't exist there, when the Mario sprite is on the conveyor belts.

just do "Donkey_Kong CRAZYKONGLEVELS"

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Works now, thanks. I really like the japanese level-order more. Had you recognized the other two mentioned things (floppy-motor and the problem in Lv2 on the second floor there, when running on the conveyor-belt)? The other three levels run well on A500, only in this second level there are some problems, but only on the second plane there, it seems. On a A1200, there's no problem in Lv2 (tested it today), so it has definately something to do, with missing speed on Amiga500 machines. Seems like Level2 needs more CPU-power, than the other three levels of the game. Can something be done here, then it would also run well overall, on A500 machines, or has everything already been maxed out?

about the floppy motor, can you check if there's a file "floppy" on the disk? if not, just create an empty one. Level 2 is more demanding I know. You're saying that it's slow on level 2 right away or on later levels?

(5 edits)

Only on the second floor in level 2, i have speed problems on my Amiga-500 machines (and when this level repeats itself, later in the gameplay, of course), when my sprite is on a conveyor-belt. The rest of the game really works very well, on 7MHz OCS/ECS Amigas. About this floppy-motor thing. I will look on the disk, if this file is there. If this is the case, you mean, that this problem is gone? I also asked this motor-thing, because in the last years, I've encountered more than one time, a problem with various new demos or games for the Amiga that were released on the Pouet.net, where the programers forgot, to reset the _MTR-Signal in the CIA or something similar to this and then the software sometimes goes on loading on real floppy-drives or the drive-LED always stays on, even when the Amiga game or demo, is already fully loaded and running. Maybe this also is a consequence of programming in emulators, not sure?

good news I found a way to make the level 2 faster. Update released, please test and report.

Hy. Thanks for the update and indeed it's better now, when a 7MHz Amiga500 is used, especially when the player-sprite is on these conveyor-belts. The game runs not completely in fullspeed, when when the user is on these places, but the update definitely improves the sitzuation, so it made sense. Thanks for that. Nevertheless, there are still three points in wanted to mention:

(1) there's still this problem, that i described one year ago, that the floppy-motor don't stop and the floppy-LED is always on, even when the game is already loaded.

(2) and I have one more request. The original Japanese level-order makes much more sense in this game, than the somewhat strange level-order of the US version, where some levels are constantly repeated and appear far more often than others. Could you please add an option to the start-menue of the game, where the user can directly load the game with the correct level-order. It could be named something like "play with japanese level order"? This would be great. This game was originally released in Japan at first, so this is the true level-order and it's also more fun

(3)  a user in the Forum64 (a german C64 forum that also has an Amiga section) noticed some time ago, that the level ending music wasn't playing in the correct order, compared to the Arcade Version of "Donkey Kong". I hadn't noticed this before, to be true, but there was a fix for this then, on Forum64, that corrected this order in Donkey Kong 500 and also the floppy motor problem and also had the ladder trick included. Maybe these things could be fixed/included directly in the original version of "Donkey Kong 500" now, then a fixed version of the V1.1 would be not necessary in the aftermath?

Thanks for the update. Level 2 is much better now. No more glitches, but still slow. 
Probably it won't run any faster on the AMIGA500, I assume.
However Level 1 is now slower (with many barrels) than in previous versions.
Is this a side effect of the Level 2 correction?