29 August 2021, 02:36 | #101 |
Moon 1969 = amiga 1985
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look great for me !!!
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29 August 2021, 12:22 | #102 |
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1:1
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29 August 2021, 22:17 | #103 | |
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thanks. Means a lot Quote:
C is crap. C++ is better. But for hardware hacks nothing beats assembler. Thanks everyone for feedback. BTW here's the bugs/todo list Code:
bugs: - pac leaving a few pixels behind - ghosts show where they're going too late (missing one tile?) - pt player sample play issues: yes but covered by sound loop!! - pacman super speed sometimes - demo mode (record output not replaying properly!!) - pacman traverses ghosts sometimes - check clyde target sometimes upper left WTF!! todo: - use packed versions of musics, unpack when needed (in "press start" screen?) - extra life: test & redraw - leave pen behaviour after a life is lost - elroy behaviour after a life is lost - intermission sequences https://lowcarb.itch.io/ At least that means that I'm going to concentrate on Amiga versions now. Windows doesn't need my remakes. Luca took care of that Last edited by jotd; 29 August 2021 at 23:41. |
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30 August 2021, 21:57 | #104 |
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Amazing work. Just checked out the latest YT vid. Really solid
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30 August 2021, 22:32 | #105 |
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Just tested on my Amiga 600, really well done congratulations!
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01 September 2021, 10:24 | #106 |
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@jotd
You Sir are a star coder! It's a great effort so far! My kids love it and we've just played the original at RetroBlast Coffee Newquay and it's very accurate! For feedback: A worrying AI bug includes two of the ghosts staying in their base for a protracted amount of time and there is the obvious 'Game Over' text staying up even when playing. I also had to downgrade to OCS display in the Boot Menu as AGA gave corrupted graphics. I hope that helps? |
01 September 2021, 10:58 | #107 |
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@BigD A.I. isn't definitive. There are still some bugs.
And thanks for the other remarks. I must have forgotten some BPLCON/FMODE degrade stuff for AGA. I'll fix those for sure. |
05 September 2021, 10:19 | #108 |
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It doesn’t seem to like 060 systems either. Just got a black screen :-( Fine with a 030 though with OCS mode enabled on the Boot Menu.
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05 September 2021, 10:53 | #109 |
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you have to set VBR to zero. There is no degrading/display switch code in the program.
new play session with the newest version [ Show youtube player ] Zoned the new version |
05 September 2021, 18:08 | #110 |
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Looks and sounds great. The sound is a bit out of sync in the video, but I'm guessing that's an encoding issue.
I noticed something in the attract mode. When Pac-Man eats the power pill and grabs each ghost, it looks like the sprite priority draws him behind the blue ghosts. Maybe that's how it works in the arcade, though. Been a few years since I played it |
05 September 2021, 18:41 | #111 |
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sprites are before the bitplanes. And pacman is a 1-plane BOB. So it will probably remain like this (changing priority when ghosts are blue would mean that uneaten dots would show through the ghosts)
coding higher intermission screens now... funny as I'm not able to reach them because I'm a lousy player edit: coded second intermission sequence. Last edited by jotd; 05 September 2021 at 22:33. |
09 September 2021, 23:31 | #112 |
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new update with intermissions & ghost behaviour fixes in the zone. Very close to completion now
EDIT: considering it complete. https://itch.io/jam/amigamejam/rate/1195483 Last edited by jotd; 12 September 2021 at 22:44. |
13 September 2021, 15:53 | #113 |
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Uploaded WHDLoad version with Icons and png image for iGame.
Delete it if contrary to the forum rules. Thanks very much to Jotd for this perfect arcade conversion http://eab.abime.net/zone/Pacman_v1.0.lha |
13 September 2021, 16:14 | #114 |
Saberman
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and small gameplay
[ Show youtube player ] |
13 September 2021, 16:47 | #115 |
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I tried the game on my A1200. Impressive!! This is arcade perfect!
Only thing I did not like that much was the way the text, score was arranged on the right side. Maybe a way to clean it up a big. No big deal though. |
13 September 2021, 17:33 | #116 |
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I know, that's sad but the game is a portrait game. That's not possible to fit all the lines in a PAL screen. There's already 280 lines with the maze alone.
If you check home console ports, the score is also on the side. There's no other way. (that also posed a certain number of problems, because sometimes ghosts targets are out of the screen so I had to add an offset and use virtual coords...) |
13 September 2021, 17:38 | #117 | |
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Quote:
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13 September 2021, 18:19 | #118 |
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Very well done!
A very minor thing I noticed is that on the title screen (only! not ingame) when Pacman eats the ghosts Blinky's eye_frame_table is corrupted (MSW is set to $28 = 40 = MODE_EYES) since when a_ghost_was_eaten is called a4 points to Pacman rather than get the eaten ghost. Again no big deal since it's fixed when the level is shown, just something to be aware of if you're making any changes to the memory layout etc. |
13 September 2021, 21:34 | #119 | |
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Quote:
Sorry I don't get it. Maybe you can mockup what you're trying to say? @paraj: well spotted. This doesn't have any visible effect, but I'm going to fix it. Thanks EDIT: fixed. As you may have noted, those intermission/demo sequences are a bit coded like wild wild west... Game code is pretty clean, but non-interactive parts aren't. |
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13 September 2021, 23:04 | #120 |
Settler
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Great work thank you!
Pac-Man plus next? IMO the best version. Or ms pac man ? |
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