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Old 14 September 2021, 09:22   #121
drHirudo
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Quote:
Originally Posted by jotd View Post
Sorry I don't get it. Maybe you can mockup what you're trying to say?

A scrolling playfield with zoomed only part of the whole playfield. Something like in the game Dung Beetles for Apple II
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Old 14 September 2021, 09:45   #122
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Well programmed, also works on Vampire V4SA !
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Old 14 September 2021, 11:02   #123
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Absolutely stunning port jotd, made even more impressive by the absolute speed it was complete from start to finish. Nice one
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Old 14 September 2021, 12:08   #124
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Great Port jotd. Excellent work.

Question..

Does the duration of the powerpill last longer at level 6?

Powerpill duration got quicker from level 2 to 5...

But seems to go back to longer duration on level 6


Level 6 is the last part of the video
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Old 14 September 2021, 13:57   #125
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Thanks for the kind comments.

for the ghost fright duration I used a timing table from "the pacman dossier". The game is very well designed and gives some breathing space to the player that could reach level 6. Then hellish difficulty resumes.

Quote:
Originally Posted by drHirudo View Post
A scrolling playfield with zoomed only part of the whole playfield. Something like in the game Dung Beetles for Apple II
[ Show youtube player ]
Awww a scroller just to see the score above and the bonus below... I think that will draw me even more criticism!

What I have done for a port of Bagman on Nintendo DS is that I have used 90 degree rotation. Now it's possible to turn your LCD (not a CRT!!) to play in portrait. Not going to do that here, but if I had to create an arcade machine out of a A500 with pacman on it I would do that.
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Old 14 September 2021, 14:38   #126
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So ghost fright duration time fluctuates which is normal behaviour then. Great
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Old 14 September 2021, 15:41   #127
jeff b00toNic
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Great port !

If you start a new game, eat one powerpill and eat another one while ghosts are still eatabel weird stuff is going to happen.
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Old 14 September 2021, 16:04   #128
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I have to test that, then.
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Old 14 September 2021, 16:22   #129
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Quote:
Originally Posted by jeff b00toNic View Post
If you start a new game, eat one powerpill and eat another one while ghosts are still eatabel weird stuff is going to happen.
Who does that! That's Pacman suicide
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Old 14 September 2021, 21:27   #130
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I tested and yes, there's a huge bug, thanks for reporting, I'll fix that.

EDIT: fixed (and changed corner speed, not perfect and smooth like the arcade but pacman is slightly faster in corners)

Last edited by jotd; 14 September 2021 at 23:14.
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Old 14 September 2021, 21:53   #131
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I'm confused by the different versions of this port in the Zone

What's the latest "official" one? The one from @jotd himself is dated Sep 09 but the one that's in the ADF version from @vulture for example is dated Sep 12 and also the executable is different?

Would be nice if someone could shed some light on this

EDIT: Nevermind, figured it out myself Seems like the pacman.zip from @jotd in the Zone is an older version. The executable in the pacman.zip from itch.io is the same as the executable in @vulture's ADF version.

Last edited by amigasith; 14 September 2021 at 22:17.
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Old 14 September 2021, 23:03   #132
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Quote:
Originally Posted by jeff b00toNic View Post
Great port !

If you start a new game, eat one powerpill and eat another one while ghosts are still eatabel weird stuff is going to happen.
weird stuff after 2 pills
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Old 14 September 2021, 23:15   #133
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this is now fixed (adf available on https://itch.io/jam/amigamejam/rate/1195483)
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Old 15 September 2021, 00:18   #134
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Quote:
Originally Posted by jotd View Post
it should be 100% the same. I have to create 2 videos (arcade/amiga) and compare them frame by frame at least for the first minute.
My biggest mini-Godzilla that had the chance to recently play the arcade cabinet during a school activity told me after seeing your video that your port looks indeed faster.
Did you had the opportunity to check ?
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Old 15 September 2021, 10:56   #135
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Looking forward to playing this, I've always enjoyed pacman in its many forms, and this give me a chance to play the original now
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Old 15 September 2021, 11:50   #136
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I didn't check the speed but I checked the relative speed. It's close (but not 100%)

for instance, if you run into the pink ghost, in the arcade you die (pacman is slightly faster in the turn probably) but on the amiga version you touch it but miss (because it goes faster than you when you're eating dots in a straight line)

I also fixed the collision bug which can make than you can cross the ghosts without dying (or capturing them). I had this bug a lot so I doubled the collision checks.

In a nutshell, it's not possible to use the same patterns than the hard core gamers that learned the patterns by heart. But seasoned players should find the gameplay 99% identical.
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Old 15 September 2021, 14:51   #137
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Thank you so much for this awesome arcade perfect port.
Is it possible in the future to make ms pacman game. This is my favourite pacman and i would love to see a port on Amiga .
Greetings from Greece.

???????? ??? ?? M2010J19CG ??? ??????????????? Tapatalk
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Old 15 September 2021, 15:19   #138
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now that you're mentioning it, I'm working on MsPacman right now. Very early and didn't really start anything, but the Pacman code base is really a good start, since there are actually very little differences

- ghost behaviour slightly different at start (random)
- 2 different mazes
- moving bonus

I have some work to do in the blitting area (can't reuse the plane trick I used for pacman) and also music + intermission screens are completely different. But that's it.
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Old 15 September 2021, 15:54   #139
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Pac-man Jr. scrolls (well, a little). That's why I would rather see this one ported over Ms. Pac-man. Of course, it's very hard, but that can be arranged.
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Old 15 September 2021, 15:59   #140
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you know me, I only do easy things
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