Progress

Karateka 1.0 features are:

  • Complete conversion from tape (MSX), from the animated opening screen to the game (pseudo)ending.
  • It is a "file" version. That is: it will run from disk or hard disk.
  • Compatible with any MSX computer (including MSX 1.0 with slow VDP).
  • CoolColors palette when running on MSX2 or better computers.
  • Exit to DOS when the game is won.
  • Added a simple game ending, which was not present on Spectrum, re-enabling the original Spectrum music(which was not present on original MSX conversion).
  • Correct (all?) random hangs caused by bugs on the original Spectrum implementation.
  • Correct MSX conversion bug that prevented energy bar colors from being updated.
  • Now it is possible to skip the opening text pushing any key.
  • Speed improvements on graphic display over the original version (not THAT much).
  • Control response improvements over the original version.
  • Compatible with any MSX-DOS version (from 1.0 to 2.4).
  • "slooooooooow" speed (= worst than Spectrum) when running on 3.57MHz computers.
  • "Full" speed (= better than Spectrum) when running on 7MHz (or faster) computers.
  • The minimum requirements for any MSX are 64Kbytes RAM, 16KBytes VRAM and DOS 1.x.
  • The recommended equipment is: MSX2 running at 7MHz (or more), 64Kbytes RAM, 16KBytes VRAM, DOS 2.x and HardDisk.
  • I am thinking to add the following features:

  • None.
  • Improvements that will not be:

  • Any kind of aggressive reprogramming.
  • Graphic colorization.
  • The use of sprites on the main character.
  • Visitante #36944 desta página
    

    01/05/2008


    # Release 1.0.2! Look at Downloads page!
    # Small bug correcter on loading routine.


    12/09/2007


    # GameBoy version of Karateka added to the Versions section. Thanks to Leandro Correa for the information!


    12/08/2007


    # First public release! Look at Downloads page!
    # End screen added to the game.
    # Re-emabled the interrupt routine (it was "somewhat" disabled in the original MSX conversion) so the music could be played always in the same speed and the control response became a little bit better (now it is possible to do fight sequences).
    # Video routines corrected to work with IRQ enabled.
    # Small optimizations on screen output routines (it is now spending 700 less cycles by frame displayed).
    # Energy bar display optimized for MSX2 or better computers (using OUTI sequences, economizing about 150 cycles on the entine energy bar display process).


    12/07/2007


    # The energy color attribute is now corrected accordingly to the energy bar size.
    # Corrected a bug that made the game hand when it wasn't finished on the last room.
    # Now it is possible to jump from opening story directly to the game pushing any key.
    # Corrected a bug that made the game hangs when the player was pushed into the cliff.
    # General corrections and additions on the WebSite.