___ _ _ ___ ____ ___ _ _ _ _ | \ | |/ / | \ | ___| | \ | || | \ \ / / | | | | / | | / | _| | | | | || | \ \/ / | | | | | \ | | \ | |__ | | | | || | / /\ \ |___/| |_|\_\ |_|\_\ |____| |___/| |\__/| /_//\\_\ |__|/ |_|\|| |_|\|| |____| |__|/ \|__|/ ||/ \|| Ver. 1.0, for Nintendo Entertainment System --------------------------------------------------- Author: *JY Co. Software used: *Paint.NET, used for drawing the custom sprites seen in-game *YY-CHR, used for applying custom sprites to the rom *Cygnus Hex Editor, used for altering in-game palettes *FCEUX, used for testing the game *Floating IPS (Flips), used for creating the patch --------------------------------------------------- A full-on graphics update for the 1983 port of Donkey Kong to the NES/FC. All in-game tiles have been replaced in this hack; most existing sprites have since been redrawn completely for the sake of this project, while a smaller portion of the graphics have just been altered to bring a bit more flair to the hack. Development on this hack started at the very end of June 2018 and finished in August that same year. --------------------------------------------------- Author's Notes: *this hack is not compatible with the 2010 release "Donkey Kong Original Edition", nor do I intend to start working on a version of this hack for the Original Edition (at least not at the time of typing this, anyway) *I've found that upon loading the rom, the wrong palette is loaded for the the Mario sprite that appears on the title screen. Starting a new game or simply letting the gameplay demo play out will give Mario his intended palette. The correct palette is maintained after a game over or a console reset. --------------------------------------------------- Thanks for downloading; I hope you enjoy the hack and appreciate the effort that went into completely redrawing a classic. -JY