![]() These banks also have data tables and maze definitions, so once all is said and done there won't be much room left in each bank: The respective sprites tables are in each bank, and I'm trying to leave room for both the TIA and Yamaha sound. The tiles/character mode area is shared by all (and is also full). ![]() Believe it or not, I am using all sprite placement areas already. When all players were at the bottom, there was some 'disappearing' going on. the level indicators were originally on the bottom right-side of the maze (vertically placed like the lives indicators). I can't overlap sprites in this, as I am already at the edge of Maria's cycles. Pac-Attack *every* board) That would make things difficult to have all different color options for. The fill inside the maze changes color every few mazes (or in the case of Ms. Pac, and Pac Plus, which I dithered already as much as possible) ![]() I also have to share colors with the fruit (for Pac, Ms. I originally was going to just keep this for myself because I knew some of you might think that way, but I figured whoever doesn't want it doesn't have to get Thank you for chiming in I didn't want to speak for Thank you again for for color input This one, however, is a little different than Baby Pac: I know some of you are thinking "Pac-Man? Again?" But I wanted to do a kind of 'warm up' to get used to some of the new features of the XM. Pac-Man, therefore some variations are necessary for the other games.Īs always, thank you for your kind attention. Just to add that these palettes are valid only for Ms. Pac-Man sprites differ from the arcade version by a few pixels, this is necessary to avoid that we get some black pixels when we overlap the sprites, however it will be almost imperceptible to notice during the animation (the same goes for the dithering of ghost eyes).Īlso, with this different use of palettes, it is no longer necessary to use dithering for the walls of the maze. The 320D mode has the advantage of being 1bpp and in our case it can be used (without combination restrictions) for momochromatic sprites * only * with color 2 (PO C2 and P4 C2). Pac-Man sprite requires 2 overlapping sprites and you can use the 320D mode for overlapping sprites. In the example below, i used (very carefully) dithering for ghost eyes: Blinky and Clyde use 3 colors while Pinky and Inky use only 2 colors. Hi Bob and Perry, looks great ! A huge thank you for sharing!Ībout the colors, I was thinking that maybe a different scheme could be used to reduce compromises. Some of the 'filled in' color of the mazes have been changed. This could not be helped.īlinky and Clyde are always the static colors, and Pinky can vary slightly. Most of the time he is somewhere between blue and green, but sometimes he is brown or tan. The object most affected by this is Inky. Please note, I had to take some liberties with the colors. I've taken video to follow the differences between this an regular pac-man **I reserve the right to take this one out if it becomes to complicated to implement. I found one written in Java, so if I can convert it to assembler I'll have it here. *I am trying to implement an actual random maze generator. You can select the starting level, and player speed. ![]() Popeye Pac-Man (with the Hangly Man maze, as that is the only way I saw it back in the day) No binary yet but I'm quite far along with this, here are some screenshots of what I have so far: Having said that, this *will* work without the XM it will just use TIA sound and a localized High Score that will be lost when you turn the machine off. I figured it would be easier to take something I already know, and add the parts that I haven't worked with before as my first XM game. I want to get used to the XM (more specifically the Yamaha), so I've teamed up with do this.
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