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Pac_Man Eat n Run


Lewis2907
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On 4/25/2021 at 4:51 PM, Lewis2907 said:

Bb Team,

 

Attached is another update Karl G has been helping a lot in the last few weeks with this game. I was actually looking back when I first started making stuff with Bb. I have came a long ways, but still so much more to learn. 

 

 

   b.) AFP - Looking for an 8GB SD Card lol. 

 

20210426_Pacman_Eat_n_Run.bas.bin 32 kB · 17 downloads

FYI - it does not load on the AFP. It gets stuck on the "loading" screen.

 

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Arenafoot,

 

Thanks. Once my 2GB SD card arrives via the almighty Amazon on Monday I will start to test it out and see if I can fix the issue. I'm not even sure if the titlescreen works with the AFP. I recall that DPC+ had issues playing on their as well along with some posts I saw that had different versions of their games so it would play on AFP, Emulator, Retron 77, 2600 etc. 

 

Of note I did come up with an idea and easter egg per say for the ending of the game and if you loose before beating the game since I have one full bank of space left. 

 

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Games made with the Multisprite kernel have issues on the AFP. It's not a problem with the Multisprite kernel, but limitations of the primitive emulator in the AFP. Specifically early HMOVE operations used to position the player objects in that kernel are not interpreted correctly. 

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Karl G,

 

Thanks. I will make try and make separate playable one for the AFP (if possible). I'm close to finishing up the Multisprite version of this game based upon what I can do in Bb. Then maybe a little work on the DPC+ version as I will have to reteach myself some of that as well. Then move on to another project. 

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  • 3 weeks later...

Here is an update as I near completion for this game. My intent was to make it for AFP as well. I noticed that if you use 32k vice 32kSC the game will play. I didn't fill all the banks up yet as now I have way more space. I now need to "learn" what controls what on the AFP (back to the drawing board) in order to have the same game play as your cell phone emulator, computer emulator and real hardware if this even work on it. 

 

Plans ahead, but may takes some time.

 

1.) Work on the standard version that plays in emulators

 

     a.) I have added an ending screen

 

     b.) Work on fruits

 

     c.) I now have more space maybe add sound effects

 

     d.) Maybe another version for a level or expand beyond 25 rooms (This takes time to build since there is pfpixel as RT stated). I'm using brute force

 

     e.) Ending and game over will be based upon points. This would make people want to play more I think.

 

2.) AFP version 

 

     a.) Making progress, but it's going slow.

 

     b.) Need to know what controls work with Bb. When I tried what you can in an emulator I was lost

 

     c.) Seems like the screen is off and the game play too. 

 

           1c.) Could be I need to fill every bank down to "zero"

 

 

           2c.) Code may need to be adjusted to make sure it lines up correctly

 

           3c.) As others have said the emulator in the AFP is not the best with Bb

 

3.) DPC Version

 

      a.) Works for now, but needs an over haul as I have learned more in Bb with the help of everyone in the forum.

 

4.) Feedback and suggestions 

 

 

 

 

 

 

20210514_Pacman_Eat_n_Run.bas.bin 20210517_Pacman_Eat_n_Run_AFP.bas.bin

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I hate to continue to be the bearer of bad news with your project, but the Multisprite kernel is not compatible with the AFP, either. The issue is the same as for the text minikernel: the player objects are repositioned using an early HMOVE to avoid the black lines on the left side of the screen, and the ancient emulator in the AFP does not handle this correctly. The standard kernel mostly works apart from the score, and I created an alternate version of the standard kernel to get the score to work as well. The Multisprite kernel would need to be extensively reworked to be compatible with the AFP, unfortunately.

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Karl G,

 

Thanks. It keeps me from going down the rabbit hole. I will just work towards the normal way. Then maybe experiment with the standard kernel. Overall starting back up on this project has taught me some more stuff about Bb and to look at stuff a different way.

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5 hours ago, Lewis2907 said:

2.) AFP version 

 

     a.) Making progress, but it's going slow.

 

     b.) Need to know what controls work with Bb. When I tried what you can in an emulator I was lost

 

     c.) Seems like the screen is off and the game play too. 

 

           1c.) Could be I need to fill every bank down to "zero"

 

           2c.) Code may need to be adjusted to make sure it lines up correctly

 

           3c.) As others have said the emulator in the AFP is not the best with Bb

 

Hopefully you can get it to work on the AFP. My bB game that Ross Adkin programmed, works on the portable but has issues with the scoring display (adds 0's to the front) and the items are misaligned on the screen.

 

 

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Here is another update as I near completion for this game. 

 

Plans ahead, but may takes some time.

 

1.) Work on the standard version that plays in emulators

 

     a.) I have added an ending screen (Complete, but I have more ideas since I have more space now)

 

     b.) Work on fruits - (WIP now that I have some more space, but running low on sprite data)

 

     c.) I now have more space maybe add sound effects. (Basically I went from 32kSC to 32K and redid the Kernel Options based of RT's page)

 

     d.) Maybe another version for a level or expand beyond 25 rooms (This takes time to build since there is pfpixel as RT stated). I'm using brute force (Maybe) I am in brain overload with the game so far :)

 

     e.) Ending and game over will be based upon points. This would make people want to play more I think. (Working on it for the next update)

 

2.) AFP version 

 

     a.) Making progress, but it's going slow. (Doubt it if will happen. When I have time I ma try a plug and play, but taking Karl G advice on this one. Sad as that was my goal to make a game for my grandkids to play on the go)

 

3.) DPC Version

 

      a.) Works for now, but needs an over haul as I have learned more in Bb with the help of everyone in the forum. (No updates as I am basically exanding my Batari Basic base and learning new stuff. 

 

4.) Feedback and suggestions 

 

      a.) fixed the screen jumps, colors and ending. I put a double "drawsreen" in the program based upon the readings from RT's page. Took a while to get it all work right. I'm sure I find some more bugs along the way.

20210519_Pacman_Eat_n_Run.bas.bin

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  • 1 year later...

2022_12_23 Here is another update as I near completion for this game (for what I can do).

 

1.) Game plays on Javatari laptop now at https://javatari.org/

 

     a.) Cell phone version is way better to use for javatari. I have an android phone, so I can't speak on iPhone's.

 

2.) Game plays on Stella / 2600 App Emulator. I don't have real hardware (well I need to figure out what's wrong with my stuff and how to load it up)

 

3.) Game won't work on AFP. I bought mines some years ago for this very purpose to make some portable games. Doubt I can even port this over reason I left the DPC version alone to produce this mulitsprite version  in hopes that it would work on the AFP. 

 

4.) Sending a request to http://www.virtualatari.org/ to upload the game.

 

5.) So far what works and plays. Screen shots from my android phone using Javatari.

 

     a.) Titlescreen is a lot better. I plan to add my name later.

 

     d.) 25 rooms. Basically move around and take the exits to the next room. Karl G (or someone) made an open world format that would make moving around rooms easier, but the collision detection in the multisprite format hasn't been cracked from what I can tell. I may use that code for the DPC version. 

 

     e.) Below the score is some quick text.

 

     f.) press the fire button as a mini nest egg per say.

 

     h.) toggle the B/W switch is for the map/game. Select is to Pause the game (press fire to resume game).

 

      i.) Currently only 3 lives. Will add extra lives later along with different fruits and increase speed of ghost as you get closer to the end of the game (black out room).

 

6.) Feedback and suggestions are always welcomed that is how I learned and I'm still learning.

 

      a.) Of note I am working on a PowerPoint on how to make the titlescreen that one is tough. I had to reteach my self to revamp it some. There is a tutorial, but it was a challenge for me to figure it out. Once done the PowerPoint should have all the tools needed in file to create a decent titlescreen.

 

      b.) Source Code part I. You need to have the folder titlescreen as well with the pictures (images). 

 

      c.) Source Code part II. You will need the multisprite kernel for the text ASM as well in the same folder as the source (.bas) code

 

      d.) Source Code part III. I could be wrong about the folders and stuff. Just trying to make it easier for us novice who want to look at the code and see that it actually works. Attached is a screen shot of how I set the folders up to work. 

 

PacMan Folder Setup for Bb.png

20221201_Pacman_Eat_n_Run (Javatari).bas.bin titlescreen.zip multisprite_kernel.zip

20221201_Pacman_Eat_n_Run (Javatari).bas

Screenshot_20221223-203110.png

Screenshot_20221223-203059.png

Screenshot_20221223-203053.png

Screenshot_20221223-203045.png

Edited by Lewis2907
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This is definitely an interesting choice of Pac-Man variant to port, and I like it ;-)  Two things cropped up, however.

  1. The screen bounces periodically
  2. Pac-Man can end up embedded in the top horizontal wall of the maze if he partially enters the tunnel, then immediately turns left or right before being completely in the tunnel itself

Both of these happened on physical hardware: a 7800 with a Concerto cartridge, a 2600 Jr. with a Harmony cartridge, and the same 7800 with the same Harmony cartridge.

 

The capture below was taken from the 7800; the 2600 hasn't been A/V modded yet, so there's no good way to snag its video output.

 

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Thanks. I have notice the bounce here and there with Stella. Since I don't have real hardware I'm unable to test it there. I plan to see if I can get my old Atari fixed and test it there vice the other emulators. For Pacman ending up like that I think I know where the issues is in the code as I thought I had worked that bug out a long time ago.

 

Thanks again for testing it and the feedback.

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