Duckhunt PS2

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Drakonite
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Duckhunt PS2

Post by Drakonite »

I've started work on a Duckhunt clone/parady for PS2, with a few additions anyone who has played duckhunt wants to see (that part isn't done yet, sorry).

It's not complete yet but I thought I'd show it off so far and see if there is anyone thats even going to play it when it's done ;)

You need a PS1 compatible Guncon to be able to play it.

You can get it from Here

Enjoy! Comments are welcome and encouraged.

(I'm aware there is apparently a blue stripe at the bottom of the screen if running on a PAL TV.. I don't have a PAL TV so I haven't done anything about it yet)
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Re: Duckhunt PS2

Post by J.F. »

Drakonite wrote:I've started work on a Duckhunt clone/parady for PS2, with a few additions anyone who has played duckhunt wants to see (that part isn't done yet, sorry).

It's not complete yet but I thought I'd show it off so far and see if there is anyone thats even going to play it when it's done ;)
I will! Duckhunt was my favorite NES game! :)
You need a PS1 compatible Guncon to be able to play it.

You can get it from Here
I've got two of these from Lik-Sang and it works just fine with the game. It also looks cool and mimics three different guns.
Enjoy! Comments are welcome and encouraged.

(I'm aware there is apparently a blue stripe at the bottom of the screen if running on a PAL TV.. I don't have a PAL TV so I haven't done anything about it yet)
Didn't notice anything in NTSC. Always good to hear it works with other systems, even if they are in the same mode. I am running via PS2Link on a 30K1 NTSC PS2.

You REALLY got the graphics down from the game. One suggestion - I don't remember if the original game had it, but an indicator of where you shot would be good for easy play mode. A little feedback would help until those shooting reflexes kicked back in. Mine were rather rusty. ;)

I'd love to see you continue on this! When you have more to test, I'm ready to try it!

By the way, why is this in off-topic? Seems it should be in PS2 Software Development.
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Re: Duckhunt PS2

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J.F. wrote: I've got two of these from Lik-Sang and it works just fine with the game. It also looks cool and mimics three different guns.
Three?
Didn't notice anything in NTSC. Always good to hear it works with other systems, even if they are in the same mode.
Not the same mode.. it should autodetect which standard to use and run in PAL if applicable.
You REALLY got the graphics down from the game. One suggestion - I don't remember if the original game had it, but an indicator of where you shot would be good for easy play mode. A little feedback would help until those shooting reflexes kicked back in. Mine were rather rusty. ;)
It didn't have an indicator in the original game.. but I'll keep that in mind.
I'd love to see you continue on this! When you have more to test, I'm ready to try it!
If you have a light gun and hang out on irc while I'm working on it, it'd probably happen, lol.
By the way, why is this in off-topic? Seems it should be in PS2 Software Development.
*shrugs* I dunno... I was doing a dozen things at once when I posted this ;)
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Re: Duckhunt PS2

Post by J.F. »

Drakonite wrote:
J.F. wrote: I've got two of these from Lik-Sang and it works just fine with the game. It also looks cool and mimics three different guns.
Three?
Guncon, Guncon2, and "normal" which appears to be Guncon2 mixed with a bunch of joypad controls. This gun has a directional pad, start, select, two A buttons, a B button, and two C buttons.
You REALLY got the graphics down from the game. One suggestion - I don't remember if the original game had it, but an indicator of where you shot would be good for easy play mode. A little feedback would help until those shooting reflexes kicked back in. Mine were rather rusty. ;)
It didn't have an indicator in the original game.. but I'll keep that in mind.
If you do make difficulty levels, that would be a natural thing for easy. Also allowing a little more leeway on the aiming. Right now it's pretty strict.
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Re: Duckhunt PS2

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J.F. wrote: Guncon, Guncon2, and "normal" which appears to be Guncon2 mixed with a bunch of joypad controls. This gun has a directional pad, start, select, two A buttons, a B button, and two C buttons.
Ah, I didn't realize "normal" had guncon2 input to it.. I was assuming it was just "normal" controller input that I hadn't started reading correctly yet..
If you do make difficulty levels, that would be a natural thing for easy. Also allowing a little more leeway on the aiming. Right now it's pretty strict.
If I add it, it'll be in an options menu probably. I have some ideas for difficulty level (some 2 player ideas too..) but I don't know that I'm going through that much work. I know the aiming is a bit strict, I had changed it while testing and didn't change it back before releasing.. I didn't think anyone would notice ;)
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Re: Duckhunt PS2

Post by J.F. »

Drakonite wrote:
J.F. wrote: Guncon, Guncon2, and "normal" which appears to be Guncon2 mixed with a bunch of joypad controls. This gun has a directional pad, start, select, two A buttons, a B button, and two C buttons.
Ah, I didn't realize "normal" had guncon2 input to it.. I was assuming it was just "normal" controller input that I hadn't started reading correctly yet..
I'm not 100% positive on that. I should probably do some testing via the sdk to see EXACTLY what it returns in "normal" mode. It's possible it's similar to the Mad Catz wheel - it alternates between calls on what it returns; one call returns wheel data, but the next call returns joypad data. The "normal" mode might be like that, returning Guncon2 data on one call, then joypad on the next.
If you do make difficulty levels, that would be a natural thing for easy. Also allowing a little more leeway on the aiming. Right now it's pretty strict.
If I add it, it'll be in an options menu probably. I have some ideas for difficulty level (some 2 player ideas too..) but I don't know that I'm going through that much work. I know the aiming is a bit strict, I had changed it while testing and didn't change it back before releasing.. I didn't think anyone would notice ;)
Yeah, I knew level selection would be for when you start on an options menu. That and the aiming can wait until almost the last moment. No biggy.

Another option that might be nice for higher levels... the ducks simply fly off instead of flying back and forth until you shoot them. You get that one chance to shoot before they
get off the screen.

Seeing as I have two guns, a two player simultaneous mode with different color ducks for the players would be cool. I'd be able to test that, although I'd be blasting two handed rather than with two players. :) Actually, that would make a pretty cool one player option - using multiple guns. Poor duckies would never know what hit them. :D
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Re: Duckhunt PS2

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J.F. wrote: Another option that might be nice for higher levels... the ducks simply fly off instead of flying back and forth until you shoot them. You get that one chance to shoot before they
get off the screen.
Don't be fooled, whats there now is not the final gameplay :P I just haven't gotten that far yet. I just hacked the ducks to spawn so there would be something to shoot for a preview release. Assuming I go through and finish it I plan to have gameplay essentially the same as the original duckhunt, of course ;) After I get to that point is when I'd start adding custom gameplay..
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Post by J.F. »

Sounds good! I just tossed that out because your first post said to make any suggestions. Obviously we don't know exactly what you're thinking, so we'll probably make suggestions of things you've already thought of, or things you have a better idea for.
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Re: Duckhunt PS2

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J.F. wrote:One suggestion - I don't remember if the original game had it, but an indicator of where you shot would be good for easy play mode. A little feedback would help until those shooting reflexes kicked back in. Mine were rather rusty. ;)
I just posted an updated version. Included in the changelog is more eradic duck behavior, and I added a shot indicator for now to see what people think about it ;)

Download Here
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Post by J.F. »

I like the shot indicator. Definitely leave it in with the option to turn it on or off. The erratic duck flying really makes it more difficult to hit them. I'd have been pissed if it didn't have the shot indicator as that would have made the game extremely hard.

I think the targetting is about right compared to what I remember from the originial. Overall, coming along nicely.
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Post by Drakonite »

I got in the xmas spirit and created a quick update this morning... :)

Download Here

EDIT: Oops.. sorry. I screwed up the link. Should be a very noticable difference now :)
Last edited by Drakonite on Sat Dec 24, 2005 10:55 am, edited 1 time in total.
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Post by J.F. »

Well, it works. I didn't notice anything different though.
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Post by Drakonite »

Sorry about the broken link... I uploaded it separately because I didn't want to overwrite what was there with an xmas mod...

Other than the very obvious graphics change, and the ability to use a controller to bypass the calib screen in the event you just want to see what it looks like, nothing has been changed as far as I remember.
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Post by J.F. »

Hey, that was pretty cute. Of course, for xmas, maybe you should have changed them to flying reindeer. B)
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Post by Drakonite »

Yeah... but that would have taken more than 15min ;P
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Post by J.F. »

Any more on this? It was coming along pretty well.
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Post by Drakonite »

Heh, great timing... I just posted a note on my site about this last night ;)
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Post by J.F. »

Ah... I bookmarked your page so I can check it now and again. Good luck on whatever it is you're doing.
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