WIP: Ms. Pac-Man

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martinsustek
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WIP: Ms. Pac-Man

Post by martinsustek »

Hi all,

this is topic for new game Ms. Pac-Man - conversion of Paul's legendary PacMan (http://uzebox.org/forums/viewtopic.php?f=5&t=336).

This is the goals:
  • new home screen
  • new in-game decoration graphics on sides
  • new Ms. Pac-Man graphics (eye, lipstick, bow, dying animation)
  • new mazes (there are 4 in Ms. Pac-Man), each with different number of dots
  • support for 2 tunnels (3 of 4 mazes has two tunnels)
  • different colors of maze and dots
  • 4th ghost is renamed to Sue
  • new ghost AI (reported to be less predictable)
  • moving fruit (and new fruit graphics)
  • new intermissions with new music
  • speed hack (switch)
Last edited by martinsustek on Sun Sep 30, 2012 4:15 pm, edited 1 time in total.
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martinsustek
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Re: WIP: Ms. Pac-Man

Post by martinsustek »

The first thing I work on is reduction of old code and data (60KB!), to be able to add new features (some of this features may be recreated later, if space will allow).

That means removing following parts (including appropriate graphics / sound data):
  • title/intro screen
  • animated background
  • color fonts
  • intermissions
Then I'll see how much memory it freed.


I'm using TileStudio, but I have problem to export data in format, that is used in pacman source (there are other names for arrays). Paul, do you have working configuration file for TileStudio?
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D3thAdd3r
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Re: WIP: Ms. Pac-Man

Post by D3thAdd3r »

Haven't looked at pacman code in a while, but I recall thinking compressed fonts would have allowed Paul's FULL version to fit with the boot loader. If you are interested I have some pretty easy to add code for just such thing that will need only slight customization when you get to that point.
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paul
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Re: WIP: Ms. Pac-Man

Post by paul »

Paul, do you have working configuration file for TileStudio?
I'm pretty sure the Tile Studio files contain everything except for what's in animations.*.inc. I did the animations by hand. If you're still having trouble with it, I can try to rebuild from scratch to see what sort of complications arise.
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martinsustek
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Re: WIP: Ms. Pac-Man

Post by martinsustek »

I mean script for exporting data into .inc files (Tile studio - Code / Code generation settings - I have "Uzebox 'C' Tile Exporter Version 1.1 - October 5th, 2008" but probably modified a little).
Arrays in code has other names than that that Tile Studio generates for me. Did you change it by hand or do you have another configuration?
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martinsustek
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Re: WIP: Ms. Pac-Man

Post by martinsustek »

In meantime I redrawed 4 Ms. Pac-Man mazes and implemented it into the game. I've also created algorithm for generating game map according to it's graphical representation, so gameMapPgm in LUT.inc is no longer needed. Also pellet count and energizer position now can vary through levels and are computed from graphical level representation. Tunnels (teleports) works good "out of the box", which is good news.

I've attached my current binary. It is bigger than 60KB, so can't be used with bootloader, but works in emulator. There are some graphical bugs (there are new game maps, but not new tiles, that I've created), that I fix, when be able to process whole graphical data. Then I'll be also able to delete some graphics and make binary smaller.

Here is comparison of Ms. Pac-Man and original Pac-Man: http://www.oocities.org/wigglebeat/differences.htm. If anyone interested in helping me, you can rewrite music to uzebox patches (there are sound samples for some occasions in right column). It needs someone with good sense for music.
Attachments
mspacman.hex
Ms. Pac-Man WIP, rev. 1
(172.66 KiB) Downloaded 455 times
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paul
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Re: WIP: Ms. Pac-Man

Post by paul »

I see what you mean. I had altered the script slightly to remove the prefixes. I also manually split the files into .pic/.map includes so that I didn't have to navigate the tiles list (and because that seemed to be the convention of the day). It looks like when I did that I also manually renamed the tiles array from pacman_tileset_ext to pacmanTileset.

Code: Select all

; --------------------------------------------------------
; Uzebox 'C' Tile Exporter
;
; Version 1.1.1
;   * stripped <TileSetIdentifier> prefix from maps
; Version 1.1 - October 5th, 2008
;   * changed tile output style to a 'block'
;   * added preliminary map export
;   * added more descriptive naming of objects
; Version 1.0 - September 23, 2008
;   * initial release, basic tile export
; Clay Cowgill (clay@embeddedengineeringllc.com)
; --------------------------------------------------------

#file <ProjectName>.c
#tileset
// <ProjectName>
// <TileSetIdentifier>
// TileWidth:<TileWidth>
// TileHeight:<TileHeight>
// TileCount:<TileCount> 

const char <TileSetIdentifier>[] PROGMEM ={
#tile
/* tile <TileNumber> */\n
#tiledata "\n  "  ","  ",\n  "  ",\n  " ","
<((r & 0xe0) shr 5) | ((g & 0xe0) shr 2) | (b & 0xC0):"0x%02x">
#end tiledata
#end tile
};

#map
##define <MapIdentifier>_Width   (<MapWidth>)
##define <MapIdentifier>_Height  (<MapHeight>)

const char <MapIdentifier>[<MapWidth> * <MapHeight> + 2] PROGMEM=
{<MapIdentifier>_Width,<MapIdentifier>_Height,
#mapdata "\n  "  ","  ",\n  "  ",\n  "  "\n};\n"
<TileNumber - 1: "%3d">
#end mapdata
#end map
#end tileset

#end file

; --------------------------------------------------------
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uze6666
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Re: WIP: Ms. Pac-Man

Post by uze6666 »

If anyone interested in helping me, you can rewrite music to uzebox patches (there are sound samples for some occasions in right column). It needs someone with good sense for music.
I surely can contribute that. :) So we are talking about this song uh?

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