Re: Unnamed "ninja" game (Dev Diary thread)
Posted: Sat Mar 24, 2018 3:29 pm
I saw there's a DK hack, that seems to be awesome!Iridon wrote: Sat Mar 24, 2018 10:52 am Then it also make me see it as Sega Donkey Kong (SG-DK) which makes it ever better!![]()
So, I'm debating with myself if this new "advanced playmode" (as demonstrated in the vid below) is in or not.
https://www.youtube.com/watch?v=UzaD6a4xgpQ
Yeah, I failed at the wagon so it wasn't a perfect run, but it took me a few tries to even do this, so...

I'm going to add a timer so that one can measure the time the run took, anyway, but this super-power might not make it.
This is the only way I play the game now too, so I could be missing tons of bugs.
And it would require me to design the levels according to this as well -> much more work. Well, we'll see I find it kind of fun.
I've now also added both explosions and 3 enemy bullets to be permanently in VRAM. Makes slow-down much more rare now. Might add the golds there as well.
And yes, the sound effects are delayed. Even on real hw. Any suggestions here? There's no silence at the beginning in the wavs.
Was using SND_startPlayPCM_XGM in the vid, but I now see that it was deprecated so now I'm using XGM_startPlayPCM and I think it's a bit better.
Could just be my imagination as well...
