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Old 06 August 2021, 02:26   #61
lmimmfn
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Quote:
Originally Posted by jotd View Post
oh it seems we're going to be in the ports competition btw I decided to have a serious take on Pacman the day they announced it, and you started to work on KungFu master at the same time IIRC.
Ohh, competition is good , look forward to the results.
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Old 06 August 2021, 10:15   #62
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Quote:
Originally Posted by jotd View Post
oh it seems we're going to be in the ports competition btw I decided to have a serious take on Pacman the day they announced it, and you started to work on KungFu master at the same time IIRC.
I started work on KFM on the 27th July and I had no idea the competition was running until it was mentioned on my Discord. However I've pulled out of the compo for a few reasons.
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Old 06 August 2021, 18:34   #63
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progress: plotted dots & blitted pacs all over + ghosts

notice how the bitplanes interact (should not happen in the real game because of alignment)

Click image for larger version

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The dots is a data table 0,1,2 depending on the dot type.
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Old 06 August 2021, 20:25   #64
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Impressive!
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Old 06 August 2021, 23:32   #65
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Nice progres
Quote:
Originally Posted by jotd View Post
notice how the bitplanes interact (should not happen in the real game because of alignment)
Expected and always interesting to see "Amiga" behaviour. If you were not up for arcade perfect port maybe you could use it in your advantage...
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Old 07 August 2021, 21:11   #66
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added interrupts and joypad read. Added lives display, and proper sprite "engine" to display all frames. Also animated pacman and "ready" message.

missing pen gate (no biggie). new screenshot using 4 sprites for ghosts. Looks pixel-perfect // arcade game (I moved the status to the right because of the screen layout that would require too much height. I noticed that a lot of home ports do that too.

Click image for larger version

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source updated in real-time on https://github.com/jotd666/pacman500.git
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Old 11 August 2021, 23:49   #67
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quick update: now fully implemented pacman moves including corner-cut (that one was pretty tricky to make work)

I have to post a video sometime. Got to create a YT account first lol.
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Old 11 August 2021, 23:58   #68
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very impressive work jotd!
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Old 12 August 2021, 00:06   #69
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Thank you jotd,
it's a pleasure to see the amiga so alive !!!!
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Old 12 August 2021, 00:25   #70
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Looking great jotd, cant wait!
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Old 12 August 2021, 15:54   #71
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wow we're getting spoiled! this looks awesome.
do you think it'd be possible to, after all the 1:1 stuff is done, to add enhancements, like graphic ones? i love in the new pacman games that you can change the graphic sets and that would be cool here too (check pacman dx if you havent)

Quote:
Originally Posted by jotd View Post
added interrupts and joypad read. Added lives display, and proper sprite "engine" to display all frames. Also animated pacman and "ready" message.

missing pen gate (no biggie). new screenshot using 4 sprites for ghosts. Looks pixel-perfect // arcade game (I moved the status to the right because of the screen layout that would require too much height. I noticed that a lot of home ports do that too.

Attachment 72784

source updated in real-time on https://github.com/jotd666/pacman500.git
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Old 12 August 2021, 17:04   #72
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Quote:
Originally Posted by Bren McGuire View Post
wow we're getting spoiled! this looks awesome.
do you think it'd be possible to, after all the 1:1 stuff is done, to add enhancements, like graphic ones? i love in the new pacman games that you can change the graphic sets and that would be cool here too (check pacman dx if you havent)
Once the main port is done, it is easy to utilize the various modifications, hacks and enhancements of the game.
For example here is small list of unofficial products from the game:
Unofficial products:

Pac-Man [Galaxian hardware]

Crock-Man

Ghostmuncher (LAI Games)

New Puck X (Deluxe)

Newpuc1 (Unibox)

Newpuc2 (Kamiya)

Joyman (Monster)

Hangly Man (Nittoh)

Caterpillar (Phi)

Buccaneer (Bucco)
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Old 12 August 2021, 22:09   #73
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Quote:
Originally Posted by Bren McGuire View Post
wow we're getting spoiled! this looks awesome.
do you think it'd be possible to, after all the 1:1 stuff is done, to add enhancements, like graphic ones? i love in the new pacman games that you can change the graphic sets and that would be cool here too (check pacman dx if you havent)

Well, the game uses 1:1 graphics and palette, and 1 plane only for pacman, sprites for ghosts so 3 colors only per ghost. Matches the original game pretty well, but not a remake with more colors where the blitter would have to be used.


What I'm planning next if that game works is Mrs Pacman. Different maze, small ribbon in Pacman hair (so 2 bitplanes), slight ghost behaviour change and that's it.
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Old 13 August 2021, 01:41   #74
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yeah mrs pacman.
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Old 13 August 2021, 01:49   #75
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Jotd, will you be releasing the source? Might have missed it, maybe you answered already.
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Old 13 August 2021, 14:10   #76
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Jotd, will you be releasing the source? Might have missed it, maybe you answered already.
You missed it on this very page, only a few posts back.
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Old 14 August 2021, 00:11   #77
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yes, source is up to date. I have zoned a "playable" demo where you can just move and take the tunnel & eat dots.

nothing much happening, but it may interest some of you.

I must say that assembly language isn't really an issue for me now. It's more like getting things right in the sequences, the positions, the algorithm... which is encouraging because I had thought that writing a game in 100% asm would be a torture. It is not. It's fast, compiles very quickly and you never have compilation errors but you need a strong discipline.
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Old 14 August 2021, 03:20   #78
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Quote:
Originally Posted by jotd View Post
oh it seems we're going to be in the ports competition btw I decided to have a serious take on Pacman the day they announced it, and you started to work on KungFu master at the same time IIRC.
You should be fine to enter if you restarted it in assembler in early August. Good luck to you!
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Old 14 August 2021, 20:33   #79
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You missed it on this very page, only a few posts back.
Ohh very nice
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Old 15 August 2021, 11:18   #80
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I am sure you may have seen this but just in case:

[ Show youtube player ]

I also posted a link to Ms Pacman AI in the other Ms Pacman thread in the programming section. Still amazes me; the thought, ideas and programming that went into these 80s arcade games that made them so playable but that's probably why they became classics! Compare this AI to a bad copy from the same time where the ghosts either just move randomly or just home in on the player.
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