Atarifever Posted October 1, 2019 Share Posted October 1, 2019 (edited) This is my favorite thread this year. From wouldn't-it-be-cool-concept to sprite art, a possible engine discussion, and some music in two pages. The 7800 community is pretty great. Edited October 1, 2019 by Atarifever 3 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 1, 2019 Share Posted October 1, 2019 Well, I have been working on POKEY experiments anyway ... and i like the game. Why not? And this, my friends, is how you sell an idea: By doing the hard work. Designing the graphics ... it is looking good. 4 Quote Link to comment Share on other sites More sharing options...
TIX Posted October 1, 2019 Share Posted October 1, 2019 In 16x16 it is a pretty tight fit, but still recognizable we probably have to loose the black outline altogether.. 5 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 1, 2019 Share Posted October 1, 2019 24x16 looks better Quote Link to comment Share on other sites More sharing options...
Defender_2600 Posted October 1, 2019 Share Posted October 1, 2019 I think a good compromise is 16 horizontal x 32 vertical. So, the same height as the arcade version. 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 1, 2019 Share Posted October 1, 2019 Also: Do we design him with or without the hat? I think Japanese version has the hat. Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 1, 2019 Share Posted October 1, 2019 (edited) At 16x32 It will look better than the NES version that way, too. Edited October 1, 2019 by Synthpopalooza Quote Link to comment Share on other sites More sharing options...
+SmittyB Posted October 1, 2019 Share Posted October 1, 2019 If I were to do a platformer like this I'd use a table of widths and x offsets indexed by the frame of animation to allow for a size of whatever*32. Out of all the graphics, the main character should look the best and it's always good to make use of the 7800 strengths when it comes to throwing large objects around. Using cart RAM for the graphics would simplify the parallax scrolling. It would almost be trivial to add extra layers of parallax over the arcade version, but I guess that would sort of defeat the purpose of a port. 3 Quote Link to comment Share on other sites More sharing options...
TIX Posted October 1, 2019 Share Posted October 1, 2019 At 16x32 he is pretty much perfect and we have 3 pixels to spare at the top to fit the hat (not a fan myself) ! 6 Quote Link to comment Share on other sites More sharing options...
Defender_2600 Posted October 1, 2019 Share Posted October 1, 2019 Very nice! ? 1 Quote Link to comment Share on other sites More sharing options...
TIX Posted October 1, 2019 Share Posted October 1, 2019 and a variant Japan version ! 2 1 Quote Link to comment Share on other sites More sharing options...
Giles N Posted October 1, 2019 Author Share Posted October 1, 2019 1 hour ago, TIX said: At 16x32 he is pretty much perfect and we have 3 pixels to spare at the top to fit the hat (not a fan myself) ! Absolutely gorgeous! Isn´t the 7800 known for handling tons of sprites? In the game (from videos) it would seem mostly 5 or 7 enemies usually on-screen-at-a-time. 1 Quote Link to comment Share on other sites More sharing options...
Trebor Posted October 2, 2019 Share Posted October 2, 2019 5 hours ago, Synthpopalooza said: Also: Do we design him with or without the hat? I think Japanese version has the hat. The hat is present in the US release of the game including both Bally and Bally-Midway versions. It's not just for aesthetics, there's a helmet upgrade too. Unless there's some workaround to account for that upgrade (Pac-Man is invulnerable from taking hits to the top of his head), accounting for space for the hat in the Pac-Man player graphic is necessary. Besides many know he wears a hat... ? P.S. If leveraging Bentley, room for hat wearing is already accounted for in the game. 2 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 2, 2019 Share Posted October 2, 2019 That's because Midway wanted Pac Man to look like the US cartoon version. 1 Quote Link to comment Share on other sites More sharing options...
Defender_2600 Posted October 2, 2019 Share Posted October 2, 2019 In the arcade version, Pac-Man's hat is a overlapped sprite 8 pixels high. When Pac-Man jumps, the hat bounces and it flies away when Pac-Man falls. Bentley is 8 x 32 pixels (hat included), 160B mode, 2 frames (running and walking). Instead, Pac-Man should be 16 x 32 pixels + hat 8 x 8 pixels (therefore with a further palette), 160A mode, 8 frames (running) + 8 frames (walking). So, the game engine should be updated. 2 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 2, 2019 Share Posted October 2, 2019 I'll try working up some more music. May have some alternate ideas for the bass, plus want to try some of the other bits of music. Also, on that .asm for the music ... need a way to filter out those zero frequencies on the $2x channel. I know @RevEng shared a method with me, but when I tried implementing it I think it messed up the timing of the tune. 1 Quote Link to comment Share on other sites More sharing options...
TIX Posted October 2, 2019 Share Posted October 2, 2019 If needs to be and since we are talking for a already available engine, I believe he is still looking good in 8 pixel width.. if we have the height to pull it of ! And in 8x32 there is plenty of room for the hat.. I'll give it a shot later 1 Quote Link to comment Share on other sites More sharing options...
swapd0 Posted October 2, 2019 Share Posted October 2, 2019 IMO the hat should be a different sprite. Quote Link to comment Share on other sites More sharing options...
Trebor Posted October 2, 2019 Share Posted October 2, 2019 9 hours ago, Synthpopalooza said: That's because Midway wanted Pac Man to look like the US cartoon version. Actually, Namco requested Yoshihiro Kishimoto to create the game based on the show after seeing the success of the cartoon. The hat is in the Namco original as well. ?? 1 Quote Link to comment Share on other sites More sharing options...
Lost Dragon Posted October 2, 2019 Share Posted October 2, 2019 Looking at the European Home Computer ports..numerous versions looked nice enough, but fell down in critical areas. The Amstrad CPC version was far too slow.. The ST version ruined by poor collision detection, awful scrolling and floaty jumping..Amiga version did little to fix anything but the scrolling. C64 version was a little limited colours wise but set the benchmark for how an 8 bit version of the game should play. No reason the 7800 couldn't match or surpass the C64 version if similar resources devoted to it I guess.. Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 2, 2019 Share Posted October 2, 2019 One other modification needed: After the fairy visit, pac man heads home, replaying the level but scrolling in reverse... In addition, the forest parallax scenes include elements which obscure the game sprites. Quote Link to comment Share on other sites More sharing options...
Giles N Posted October 2, 2019 Author Share Posted October 2, 2019 On 10/1/2019 at 7:12 PM, TIX said: In 16x16 it is a pretty tight fit, but still recognizable we probably have to loose the black outline altogether.. I think it would be better to lose the white-of-the-eyes, than than the black outline (if 16x16 is opted for), as the black outline really contributes to the cartoon-style. Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 2, 2019 Share Posted October 2, 2019 This is what we are up against: I don't think we got any worries ? Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted October 2, 2019 Share Posted October 2, 2019 Also to me, 16x16 is a non-starter. He looks like a pancake. ? 24 or 32 high is best. 1 1 Quote Link to comment Share on other sites More sharing options...
TIX Posted October 2, 2019 Share Posted October 2, 2019 (edited) He is rocking a fancy hat now Unfortunately he also grow to a whooping 36 pixels.. maybe the hat being a different sprite is a better option ? I added some secondary motion to the hat because why not ? I gave the hat a wider brim to be more suave and also turned the feather yellow to be visible against the white background ! Edited October 2, 2019 by TIX 6 Quote Link to comment Share on other sites More sharing options...
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