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New pacman for atari 2600


DINTAR816

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It's amazing to see the best games of a 1977 platform come out over 30 years later.

So congrats on this great version ! :thumbsup: :thumbsup:

If you ever do a limited run with AA I'll definitely buy my copy. Of course you 're welcome to trade it for a boxed & signed Rubik's Cube 3D if you want as I have some copies left :)

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Absolutely awesome. Everything - the visuals, the SOUND, the AI is about as arcade accurate as you could possibly get on the 2600.

 

Excellent work.

Hell of an endorsement, right there!

 

Kind of inspires you to want to delve more into the 2600 now, doesn't it? C'mon Bob, admit it... :)

 

BTW: just played this on real hardware... didn't try too hard, but scored 22340. Difficulty ramps up quite nicely! Didn't spend too much time on it, but one thing I noticed out of place was that the power pellets are blue and there's a dot right under it. Big deal. Colors, animation, sounds and everything else seem spot on! :)

 

Oh, ate all the dots and saved one power pellet for last. The pellet sound stuck through the blinking maze intermission, all the way up until the maze comes back and Pac-Man sets off...

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This rom goes above and beyond what I would have expected was possible in the mid 80s. Great work! It demands a cartridge! What names have you considered to distinguish your release from the many others? Pac-Man Arcade is taken already...how about Pac-Man Classic or Classic Pac-Man? It worked for Coke! :)

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I wanted a clearer looking video of the game to use on my web site, so I made this with Stella and Bandicam:

 

youtube.com/watch?v=clddb79LQcM

https://www.youtube.com/watch?v=clddb79LQcM

 

It's not perfect, but it's better than getting kicked in the teeth and falling backwards into a cactus on a hot day in the desert with sand in your pants.

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Nicely done! This has a good balance of difficulty...though it seems that the home corner AI may be taking a little too long.

/nitpick

 

one thing I noticed out of place was that the power pellets are blue and there's a dot right under it.

It's not a dot (playfield pixel). The energizers are done with the ball sprite...which gets its color from the playfield. An easy alternative is to use missile0 (replace RESBL/HMBL/ENABL with RESM0/HMM0/ENAM0) - except when the enemies are vulnerable, it's onscreen color is *close* to what the playfield dots are (due to sprite swapping between the characters), and a center line is no longer present :)

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This is wonderful and sad at the same time. Sad because it just goes to show what actually could have been done back when Pac Man was really released for the VCS. Imagine if this was the version released. You wonder if this really would have been a killer app that pushed the VCS even higher as the king of video games. Might have slowed down the time to the crash even?

 

Looks amazing.

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Some little things I noticed.

  • The ghost box and the bits of the maze near the tunnels assisted by those well-timed changes in the playfield color. It's very subtle, but it definitely improves the look of the game. Nicely done!
  • The escape hatches work! Woohoo!
  • The flicker pattern when no fruit is present was easy to figure out, but the fruit-present flicker pattern seems entirely random! I'm sure there is a method to the madness, but I resorted to cheating for the screenshot.

In short, this game is beautiful. Thank you for sharing!

I have been asked by the size of the rom, as you can see is 4KB, still has no intermission, I'm making music for intermissions too.

 

If you're determined to cram in as much as possible before breaking the 4k barrier, the Jr. Pac-Man trick might work, that is, including the intermission music but not the animations.

post-6115-0-95762000-1409364608_thumb.gif

post-6115-0-38396800-1409364614_thumb.gif

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This is wonderful and sad at the same time. Sad because it just goes to show what actually could have been done back when Pac Man was really released for the VCS. Imagine if this was the version released. You wonder if this really would have been a killer app that pushed the VCS even higher as the king of video games. Might have slowed down the time to the crash even?

 

Looks amazing.

 

Exactly.

 

Tks for the ROM.

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A basic animated intermission would only take about 80 bytes or so (not including music data). The actual Pac-Man intermissions are an empty screen with only 2 sprites moving horizontally, so requirements would be pretty low even if going for arcade renditions.

Edited by Nukey Shay
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Looks excellent! If you need any help making more room then you should take TJ up on his offer. He's the best at that.

 

 

I recently discovered a new clear routine that only takes 8 bytes:

;A  = 0
;X  = 0
;Y  = random
;SP = $FF
;All TIA registers and RIOT ram cleared

    cld
.loopClear:
    ldx    #$0A          ; ASL opcode = $0A
    inx
    txs
    pha
    bne    .loopClear+1  ; jump between operator and operand to do ASL

If you take out your SEI (not needed for the 2600), and use this routine then that saves you 4 bytes already. :)

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Looks/plays great.

 

IMO you should just go for broke - do it proper justice by going for an 8K Rom for more comprehensive title and intermission sequences.

Maybe even a credits roll.

 

You can always do a 4K version with just the game and what'll fit in, then have the option for people to buy/burn/flash the short or extended version.

Edited by Rybags
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