+atari2600land Posted August 18, 2006 Share Posted August 18, 2006 I want to make Pac-Man using Batari BASIC. Here's what I have so far. Not very much. I need so much help because there's lots left to do and I don't know how to do very much, so I'll just take it one step at a time. Step 1: How do I make the ghost move in random lines like in Pac-Man using Batari BASIC? pacman.bas.bin pacman.bas Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 18, 2006 Author Share Posted August 18, 2006 Here's an even-newer version with title screen. pacman3.bas pacman3.bas.bin Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 18, 2006 Author Share Posted August 18, 2006 (edited) And an newer newer version with moving ghost. I know it's yesterday's date. But what about dots? I'll need lots of them. How could 6 different players of 6 different sprites appear at the same time without flicker in the Space Invaders batari game? Could I do something like that for this? Also, if there's a simpler way to get the ghost moving, please tell me! pacman081706.bas pacman081706.bas.bin Edited August 18, 2006 by atari2600land Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted August 18, 2006 Share Posted August 18, 2006 In case it might be helpful, here's a WIP maze 'game' I was working on a while ago with an older version of bB: http://www.atariage.com/forums/index.php?showtopic=77015 Although the code will probably not work with whatever version of bB you are using, you can still run the .bin file with an emulator and at least look at the imperfect .bas file code to see if you can find anything that is useful. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 18, 2006 Author Share Posted August 18, 2006 Here's an updated version with a power pill in the middle. Now I need dots for Batari-Man to eat. What is the limit, if any? I'd like 59 dots if possible. If Space Invaders for BASIC can have up to 6 sprites with 6 different aliens without flicker, then that's at least 36 dots I could have without flicker, right? And how do I make more than 2 copies of a player or missile, and set them at different places around the screen like in the Space Invaders BASIC program? I suppose since the dots wouldn't be moving, only removed, then it would be easier than if the dots were moving, right? BTW, the .bas file has remarks (rem). pacman081806.bas.bin pacman081806.bas Quote Link to comment Share on other sites More sharing options...
jbanes Posted August 18, 2006 Share Posted August 18, 2006 (edited) Are you sure your name isn't Ed Averett Jr.? If Space Invaders for BASIC can have up to 6 sprites with 6 different aliens without flicker, then that's at least 36 dots I could have without flicker, right? Not in Batari BASIC. You'd need to create it in assembly to get a multisprite, VDEL kernel like that. The original PacMan for the 2600 used the playfield for dots. As you're well aware, that won't work with bBASIC's handling of the playfield. Edited August 18, 2006 by jbanes Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted August 18, 2006 Author Share Posted August 18, 2006 Ah, well, it was fun while it lasted, huh? Here's a final version, although I don't know why I'm posting it. BTW, who is Ed Averett Jr.? pacman081806.bas.bin Quote Link to comment Share on other sites More sharing options...
Piggles Posted August 21, 2006 Share Posted August 21, 2006 If you want to avoid flicker, what about being only able to see ghosts that are in line of sight? Then program the ghosts to avoid each other but pursue you, so you'll only see one at a time. That would make for an exciting game. You could make the goal to eat the dot in a given part of the screen. Maybe you can't see the dot until it also is in line of sight. You could also hide a power pill on the map. If you find it, you can eat the ghosts or be immune to their attacks for a few seconds. As you progress through levels, maybe the power pill doesn't last as long, or the ghosts get faster. Quote Link to comment Share on other sites More sharing options...
kirin jensen Posted August 21, 2006 Share Posted August 21, 2006 Ah, well, it was fun while it lasted, huh? Here's a final version, although I don't know why I'm posting it. BTW, who is Ed Averett Jr.? Ask bsomeone who owns an Odyssey2... Quote Link to comment Share on other sites More sharing options...
jbanes Posted August 21, 2006 Share Posted August 21, 2006 BTW, who is Ed Averett Jr.? Ed Averett was an incredibly prolific game developer who worked on the Odyssey^2 game console. As it so happened, he wrote nearly every game for the system! Some of the games had their low points and some had their high points. The overall point, though, was that he just kept chucking stuff out to see what would stick. Which was really incredible, even if the quality wasn't always the highest. I'll leave you to figure out why I asked if your name was Ed Averett Jr. Quote Link to comment Share on other sites More sharing options...
Shawn Posted August 22, 2006 Share Posted August 22, 2006 Ah, well, it was fun while it lasted, huh? Here's a final version, although I don't know why I'm posting it. BTW, who is Ed Averett Jr.? Keep tinkering dude!! I can't wait to see when you rock the socks off everyone and make a really wicked game, which I'm sure you will. Quote Link to comment Share on other sites More sharing options...
+atari2600land Posted December 14, 2008 Author Share Posted December 14, 2008 Over two years later and I decided to try again with this concept. I'll add to the anticipation and not tell you what happens if you press fire during the game. pacmanthing.bas.bin pacmanthing.bas Quote Link to comment Share on other sites More sharing options...
ginnidog Posted December 14, 2008 Share Posted December 14, 2008 I`ll check it out after a warm breakfast Quote Link to comment Share on other sites More sharing options...
yuppicide Posted December 15, 2008 Share Posted December 15, 2008 Looking good. Like the death sequence and sound. It's a little buggy. The first time I tested it I didn't even get all the dots and it flashed like the level was over. Would be nice to see this with Ghosts and a bunch of different mazes. Quote Link to comment Share on other sites More sharing options...
jrok Posted December 15, 2008 Share Posted December 15, 2008 Here's an updated version with a power pill in the middle. Now I need dots for Batari-Man to eat. What is the limit, if any? I'd like 59 dots if possible. If Space Invaders for BASIC can have up to 6 sprites with 6 different aliens without flicker, then that's at least 36 dots I could have without flicker, right? And how do I make more than 2 copies of a player or missile, and set them at different places around the screen like in the Space Invaders BASIC program? I suppose since the dots wouldn't be moving, only removed, then it would be easier than if the dots were moving, right? BTW, the .bas file has remarks (rem). I think it can be done with bB's multisprite kernel: player0: pac(batari)man player1-2: four ghosts (w/ 30 hz flicker) player3-5: 18 pellets (w/30hz flicker and NUSIZx) missile3-5:18 pellets (w/30hz flicker and NUSIZx) Cheers, Jarod. Quote Link to comment Share on other sites More sharing options...
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