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#61 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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I don't know how to use it, but I'll just distribute it for those who want to create boxed copies, thanks
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#62 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 334
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I've always been poor at playing Pengo....
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#63 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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Beta version published. Now runs on A500 1MB.
https://jotd666.itch.io/pengo500 @zzbylu: I uploaded a video of me playing my version. Lots of training ![]() |
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#64 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
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Ahh excellent work with popcorn, It even has the sound fx when it's drawing the map
![]() @jotd: Are you going to put a message "If you brought this game of EBAY or paid $$/Euros you got ripped off" ? |
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#65 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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no boxed copies so no risk of e-baying
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#66 | |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,916
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Quote:
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#67 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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Game now complete with most additions & bugfixes recently requested:
- alternate music (thanks no9 again!) - hacked 2 rows so bottom status bar is almost completely visible now - fixed demo which allowed me to see a big game bug that went unnoticed - command line options (non whdload) - and more... I've tested some screens where a lot of tiles are changed: - cycling sky in ice pack demo screen - when diamonds are aligned ... and they crawl on A500 (still slow on unexpanded A1200 but better). It doesn't affect the game so I'm leaving it as is. The logical solution would have been a palette change but that's not worth the effort trying to bypass the tile mechanism just for that, when the in-game phase is super smooth. |
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#68 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,916
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#69 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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Of course.
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#70 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,916
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Last edited by TCD; 10 July 2023 at 11:07. |
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#71 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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thanks for that! I'll have to publish a new version as that one is definitely too fast VS MAME (25% too fast). I was wondering why I wasn't reaching stage 8 when I reached stage 13 sometimes on MAME...
All the game is much faster so you need lightning reflexes from level 1. |
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#72 | |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,916
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Quote:
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#73 |
Settler
Join Date: Feb 2007
Location: Serf City
Posts: 1,760
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Thank you! I won't have time to try this for a few days so can I ask, will there be any speed differences running this on a stock 1200 vs stock 500? If so, which is more similar to arcade?
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#74 |
Registered User
Join Date: Nov 2019
Location: Croydon
Posts: 594
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amazing work thank you! but now it would be really good if i wasnt so terrible at this game why is it so hard?
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#75 | ||
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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Quote:
The only moments where it gets slower is when the game makes the full screen change tiles (diamond align for instance). Then you're happy to have a A1200. But during the game it's the same. You can create a video of the demo vs the video of MAME playing the demo you'll see it's very close Quote:
- don't stay at the same place too long - don't get circled by the monsters - don't walk out in the open if you can avoid it - always flee diagonally, at the opposite of where they are - always flee where there's a clear path. Destroying blocks makes you waste time. Pushing them is slightly quicker. - when the monsters appear / one is killed, some ice cubes flash: they reveal the location of the eggs. Kill them before they hatch if you can - monsters often go into a block breaking spree. They often stay on the same row/column. Wait until there's only one block separating from the monster and push it - you can push the side walls to stun the monsters (better if you have a protected by wall of diamonds to lure them near the wall) here's me playing the previous release that was much faster: [ Show youtube player ] Last edited by jotd; 10 July 2023 at 23:56. |
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#76 | |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
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Quote:
What accounted for the speed difference? |
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#77 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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on the arcade the game has 60Hz IRQ but mostly uses that to count the time.
The game logic runs in an infinite loop which isn't synced with that IRQ. It fully depends on the CPU speed. There are active cpu delays at some places for instance when there are only 3 monsters in play, a cpu delay loop wastes enough cycles to simulate the 4th one. So I had to wait for vblank every once in a while, and calibrate that with a video to make sure it's not too fast or too slow. There are delays which depend on the IRQ, but only in the non-game part (text displaying...). The game loop itself is very quick. You can't sync it with the IRQ each time, it would crawl. |
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#78 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,613
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Looking forward to play this one. Looks great! thanks
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#79 |
Registered User
Join Date: Aug 2003
Location: Left a bit/ Fire!
Posts: 325
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Wow, that got a lot better fast from the beta! Lovely work.
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#80 |
Registered User
Join Date: Nov 2019
Location: Croydon
Posts: 594
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so is this game out of beta now? and also any updates if the bottom text will ever be fixed? can it be changed to be half height?
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