Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 HOLY CRAP! I figured out how I can add point value sprites in...tho I'll have to drop 5 animation frames for the player :) Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 Check this puppy out! Note: the 3200 pts. sprite is kind of messy...I need to fix it hack_em_hanglyman.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 Sprites removed = the partially-open mouths and 1 death animation sprite. Doesn't look half bad tho Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 3200 pts. fixed. One bug that shows up is if a monster is eaten when the player's position isn't changing (i.e. the monster bumping into you when you are resting against a wall). Zero bytes free to fix that problem And the fruit timer is still thrown off by 16 frames when the point value is being displayed (true...it's just a fraction of a second. But if all 4 monsters were eaten when the fruit is on-screen, it would disappear 1 full second sooner). hack_em_hanglyman.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 First bug fixed. Only 1 byte free hack_em_hanglyman.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 Corrected Last one for now... hack_em_hanglyman.zip Quote Link to comment Share on other sites More sharing options...
WildBillTX Posted August 23, 2004 Share Posted August 23, 2004 HOLY CRAP! I figured out how I can add point value sprites in...tho I'll have to drop 5 animation frames for the player :) YES! thats what I wanted! Thanks. The point values look and work great. There's also a point value for the fruit too. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 There's also a point value for the fruit too. Not possible to add...unless I removed the death animation completely (and even then, I'd be 2 frames short). Right now, I'm at 3 bytes free in the entire 8k, so adding in the additional code would also be tricky unless more is removed. How's this doing on jitters? Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 BTW the points aren't being shown in the slow game...I'll need to rework the collision routine Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 23, 2004 Author Share Posted August 23, 2004 Corrected...and the banner changed slightly (it will also display at the start of a game). Also, I was told that some emus have problems with the long filename...so I went with the shorter one (the individual builds have been abandoned anyway). ZERO bytes free...chances are looking pretty slim that I'll be able to improve collision detection in the fast game. No matter...it's the easy version anyway This might be the final version unless bugs crop up. Any jitters? hack_em_.zip Quote Link to comment Share on other sites More sharing options...
SS Posted August 24, 2004 Share Posted August 24, 2004 Not possible to add...unless I removed the death animation completely Don't you dare even consider it!!! No points display for the fruits I can live with but the death animation is part of what makes the game *ac-Man. :wink: This might be the final version unless bugs crop up. Any jitters? Give me a couple of minutes. I can't quite make myself turn off Walsh/May beach volleyball. Quote Link to comment Share on other sites More sharing options...
ATARI TROLL Posted August 24, 2004 Share Posted August 24, 2004 This and your 8k pacman Nukey farking ROCK!! Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 24, 2004 Author Share Posted August 24, 2004 Not possible to add...unless I removed the death animation completely Don't you dare even consider it!!! No points display for the fruits I can live with but the death animation is part of what makes the game *ac-Man. :wink: True...but one compromise would be by using the Ms.PacMan death sequence (i.e. a spinning player). But since I'd also have to recode the fruit routines in order to display the points, it's a non-issue (I don't have any memory OR machine cycles to spare). Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 24, 2004 Author Share Posted August 24, 2004 Another tweak. During the time that the player is paused (eating a monster), the bluetime was also being updated...which could have a big effect if the monster eaten bumped you over the 10k mark. This has been corrected. 44 bytes free hack_em_.zip Quote Link to comment Share on other sites More sharing options...
SS Posted August 25, 2004 Share Posted August 25, 2004 This might be the final version unless bugs crop up. Any jitters? Give me a couple of minutes. I can't quite make myself turn off Walsh/May beach volleyball. I forgot to post back. Just wanted to let you know that I got a big assed screen roll on the fast/smart setting on last night's posted version. And a tiny jitter every time that the GO disappeared. I'll give tonight's version a look-see once the Walsh/May gold medal game is finished. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 25, 2004 Author Share Posted August 25, 2004 Damn...doing the additional few lines in the display kernal made me run out of time. Robbed 2 more WSYNC's here...dunno if this is going to cause problems (it doesn't with Z26). hack_em_.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 25, 2004 Author Share Posted August 25, 2004 BTW the fast+smart version should have the highest risk of running out of time - causing a jitter or roll...while the slow+random version should have the lowest risk (less lines executed on every frame). Quote Link to comment Share on other sites More sharing options...
SS Posted August 25, 2004 Share Posted August 25, 2004 I'll give tonight's version a look-see once the Walsh/May gold medal game is finished. GOLD!!!!!!! Ok, now back to business. What do you want to hear? An honest, dirty report or a gut feeling? The honest report is that the "GO" stutter is still present in the newest version and I did see a couple of minor screen jumps throughout the game. The gut feeling is that you should probably put a fork in it, Nukey. I'd say that the game's pretty much done! The glitches that I'm seeing are extremely minor and I have to think that they're more than a little related to 7800 timing sensitivity issues. The game looks great and plays great. I'm totally digging the points being shown when the ghosts are eaten and WildBill was right - the pause really does add a great touch. Most important of all, the game FEELS like Pac-Man. Who'd have ever thought that we would have ever been able to say that about a 2600 game! I should probably add, however, that I've generally just been testing the main game. I hope that someone else has been keeping a watch on the variations to make sure that some glitch hasn't crept into something there. Quote Link to comment Share on other sites More sharing options...
SS Posted August 25, 2004 Share Posted August 25, 2004 BTW the fast+smart version should have the highest risk of running out of time - causing a jitter or roll...while the slow+random version should have the lowest risk (less lines executed on every frame). I knew that. :wink: I'm not sure that I saw any glitches at all when I played a quick slow/dumb game. My ADD brain doesn't like playing the slow version nearly as much though. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 25, 2004 Author Share Posted August 25, 2004 GOLD!!!!!!! If the jumps looked as good as that one, I'd have no problem with it. As long as something is there, the game is unfinished Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 25, 2004 Author Share Posted August 25, 2004 BTW the fast+smart version should have the highest risk of running out of time - causing a jitter or roll...while the slow+random version should have the lowest risk (less lines executed on every frame). I knew that. :wink: I'm not sure that I saw any glitches at all when I played a quick slow/dumb game. My ADD brain doesn't like playing the slow version nearly as much though. There is one solution that I haven't used...and that is to do double adjustments when fast is selected. This should eliminate any timing issues and allow me to use the improved collision detection...but the Pac sprite would move less smoothly. Not sure if I want to use that method tho...but I might have to if I can't solve it any other way. Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 25, 2004 Author Share Posted August 25, 2004 Building that version now. Here's a kludge version that features double-adjustments...the "easy" game has gotten difficult to control! Real version to follow in a few minutes... hack_em__fast_.zip Quote Link to comment Share on other sites More sharing options...
Nukey Shay Posted August 25, 2004 Author Share Posted August 25, 2004 ...and here it is with the collisions checked on alternate frames. Should be less chance of moving through a monster (unless 2 of them are right on each other or they are moving through the tunnel). Does the motion look too jerky in the fast game? hack_em_.zip Quote Link to comment Share on other sites More sharing options...
WildBillTX Posted August 25, 2004 Share Posted August 25, 2004 Building that version now.Here's a kludge version that features double-adjustments...the "easy" game has gotten difficult to control! Real version to follow in a few minutes... Damn! I never knew a 2600 game could play that fast. What are the speed adjustments? Quote Link to comment Share on other sites More sharing options...
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