AtariLeaf Posted June 18, 2018 Share Posted June 18, 2018 Wow, I haven't been following this project nearly close enough. Pacman AND pinball? I honestly was not familiar with Baby Pacman but now this one is going to definitely be on my homebrew want list. Congrats Bob, you have another winner on your hands. So glad you're still making fantastic homebrews 2 Quote Link to comment Share on other sites More sharing options...
funknflow5200 Posted June 19, 2018 Share Posted June 19, 2018 This is looking gorgeous on original hardware! Popped it onto my concerto cart and got a quick screen shot. 7 Quote Link to comment Share on other sites More sharing options...
funknflow5200 Posted June 19, 2018 Share Posted June 19, 2018 This is looking gorgeous on original hardware! Popped it onto my concerto cart and got a quick screen shot. and of course my phone browser rotates the image 1 Quote Link to comment Share on other sites More sharing options...
Kurt_Woloch Posted June 19, 2018 Share Posted June 19, 2018 Just out of curiosity, because the 7800 version seemed to be a bit too "clean" for me, I put the Baby Pac-Man table through the 64yourself online app, but the result looks rather chaotic and bad... you can hardly tell what's what, so now I'm appreciating the 7800 adaption much more than I did before. 3 Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted June 19, 2018 Share Posted June 19, 2018 Okay Im almost done just needed to know if I use the Ghost color from the sprite on the Baby Pacman screen or use the one from the side art? 12 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted June 19, 2018 Author Share Posted June 19, 2018 (edited) I'm not following your request... I would think to use the original artwork's colors if possible... Does that answer your question, or am I completely getting it wrong? BTW, the artwork looks AWESOME. Thank you BTW, it there a way to lose the box and make the entire image the backdrop like the other labels / boxes? Like this: Edited June 19, 2018 by PacManPlus 1 Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted June 19, 2018 Share Posted June 19, 2018 I'm not following your request... I would think to use the original artwork's colors if possible... Does that answer your question, or am I completely getting it wrong? BTW, the artwork looks AWESOME. Thank you BTW, it there a way to lose the box and make the entire image the backdrop like the other labels / boxes? Like this: Yes I can make it more full size image Im using Clip Studio EX and do what ever:) Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted June 19, 2018 Share Posted June 19, 2018 Here's two type of the ghost color Im trying to ask about one TYPE - A is using the colors from the Baby Pacman game screen ghost that one are green the TYPE - B is the ghost using the classic ghost colors. 11 Quote Link to comment Share on other sites More sharing options...
Trebor Posted June 19, 2018 Share Posted June 19, 2018 and of course my phone browser rotates the image Got to talk nice to the phone, so you wind up with this: 11 Quote Link to comment Share on other sites More sharing options...
funknflow5200 Posted June 19, 2018 Share Posted June 19, 2018 Got to talk nice to the phone, so you wind up with this: IMG4981.PNG yes! next time i will sweet talk siri. Can't wait to try gameplay on the pinball level 3 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted June 20, 2018 Author Share Posted June 20, 2018 @Atariboy2600 - That looks perfect - Type A definitely. You do awesome work. 1 Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted June 20, 2018 Share Posted June 20, 2018 @Atariboy2600 - That looks perfect - Type A definitely. You do awesome work. Thanks Ill also made each of the characters alone stand out for manual layout and box cover side arts and promo. 1 Quote Link to comment Share on other sites More sharing options...
procyon Posted June 20, 2018 Share Posted June 20, 2018 (edited) PMP, are you still looking for any kind of assistance with the pinball physics? I only have a little experience in assembly, but I've done a variety of collision physics systems for games in C++, so I can at least explain what you're shooting for in an algorithmic, potentially object oriented way. Please let me know if I can lend a hand in any way. Edited June 20, 2018 by procyon 1 Quote Link to comment Share on other sites More sharing options...
+groundtrooper Posted June 20, 2018 Share Posted June 20, 2018 OK I need to get this dropped on my Concerto and give it a go! Shaping up nicely Bob! 1 Quote Link to comment Share on other sites More sharing options...
Andromeda Stardust Posted June 20, 2018 Share Posted June 20, 2018 Concerto is dead, for now. Just slap it on a cart, please! Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted June 20, 2018 Share Posted June 20, 2018 Almost done the the backdrop after that Ill shade the characters to match that old Pac-Man Collection label 20 Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted June 21, 2018 Author Share Posted June 21, 2018 That looks incredible. I don't even think you need to change anything - I love it as it is! Thank you Quote Link to comment Share on other sites More sharing options...
PacManPlus Posted June 21, 2018 Author Share Posted June 21, 2018 PMP, are you still looking for any kind of assistance with the pinball physics? I only have a little experience in assembly, but I've done a variety of collision physics systems for games in C++, so I can at least explain what you're shooting for in an algorithmic, potentially object oriented way. Please let me know if I can lend a hand in any way. Thank you - I may take you up on that offer... I've got a few examples from some people here to look over first... Thanks again, Bob Quote Link to comment Share on other sites More sharing options...
+groundtrooper Posted June 21, 2018 Share Posted June 21, 2018 Concerto is dead, for now. Just slap it on a cart, please! Speak for your OWN Concerto. That's your own fault. LOL. In the meantime I play it on mine. 1 Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted June 22, 2018 Share Posted June 22, 2018 Okay I think Im done on it Ill just PM you when you wanted the fill size file when your ready. If there's anything need to be added or remove let me know. First one is where they are all shaded the other just them in flat color 17 Quote Link to comment Share on other sites More sharing options...
+-^CrossBow^- Posted June 22, 2018 Share Posted June 22, 2018 Okay I think Im done on it Ill just PM you when you wanted the fill size file when your ready. If there's anything need to be added or remove let me know. First one is where they are all shaded the other just them in flat color 3 Quote Link to comment Share on other sites More sharing options...
Kurt_Woloch Posted June 23, 2018 Share Posted June 23, 2018 OK, here are some comments as for the ball physics... I just looked at a gameplay video of the original arcade game in order to better understand it. Basically, the ball physics of the unobstructed rolling ball should work such that the ball follows a ballistic curve, that is, the vertical speed stays the same while the horizontal speed (measured in scanlines per second counted from the top) increases by a fixed amount at regular intervals (which means that if it's negative, the ball goes up, and that negative value slowly decreases). This would be the movement of the unobstructed ball. If it hits something, it might bump off depending on the angle it hits the obstruction in. In this case, basically the movement gets divided in two components relative to the angle of the obstruction... one component that's parallel to the obstruction surface which is kept or slightly decreased, and another that's "normal" to the obstruction surface which basically gets negated (and possible decreased in intensity as well, or increased if it's a power bumper or such). Quite ofteh at least in this game, however, the ball will be "guarded" by a path it is going through... either the curved ones at the top or a straight one where "Tunnel" or "Fruit" lights up. For the curved ones, it should be made sure that the ball is going smoothly through them and doesn't ever fall off or be brought off-track by something that seems like a "cliff" in the curve. To achieve this, while on screen the ramps are pixellated, for the sake of calculation, they should be in angles and also be treated as such. This probably requires a bit of complex mathematics unless the ball is unobstructed. I still think this is important to get right because the ball is in such "guide rails" quite often. That being said, the way the 7800 version of the pinball playfield looks now I've got the feeling that some paths are not as smoothly curved as they should be... for instance, when the ball goes down through the "tunnel" section, the path changes into the angle at which the flippers are placed with only 2 or at most 3 intermediate steps, which if treated physically correct, might cause the ball to bump off one of the steps and get slightly off the guarded track, which is not what happens in the original version because that one is more "round". 1 Quote Link to comment Share on other sites More sharing options...
Kurt_Woloch Posted June 23, 2018 Share Posted June 23, 2018 (edited) I've now drawn up two example pictures... the first one shows what might happen to the ball coming down the "Tunnel" ramp if the rail after it isn't perfectly round... it bounces off at an angle and that angle increases until it hits the flipper, as shown by the red arrows. It should rather take the curve smoothly. In the second picture I've drawn the approximate circles (in red) which the guard rails should adhere to if they are round. In some places what's actually shown deviates noticeably from the circular shape... oh, and the flippers, as shown by the pink lines I drew, seem to stand out from the path the ball takes by one or two pixels, causing the ball to bounce off the upper part of the flippers if physically correct. The flippers thus should be lowered by that one or two pixels in order for the ball not to bounce off. Edited June 23, 2018 by Kurt_Woloch 3 Quote Link to comment Share on other sites More sharing options...
Cobra Kai Posted June 23, 2018 Share Posted June 23, 2018 Very cool insights! Quote Link to comment Share on other sites More sharing options...
Defender_2600 Posted June 23, 2018 Share Posted June 23, 2018 Bob, if it's useful, I can try to round up those curves a bit. Quote Link to comment Share on other sites More sharing options...
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