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O-Cman

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oblo

Posts: 60

Joined: Tue Jul 12, 2011 5:23 pm

Post Sun Aug 21, 2011 7:59 pm

O-Cman

Hi All

After a month of developing, I'm proud to release O-Cman, a Pacman clone for the ZX Spectrum. Their main features are:

- A nearly clone of the original arcade.
- Smooth animations
- Each ghost has its own IA
- Sounds, high score and several minor details regarding the original game.

Things that I think can improve the game (but I'm a bit 'lazy' to do them right now)

- Better IA for all the ghost
- Smooth animation for the eyes (I realize it too late)
- Different graphics for 'eatables' ghosts (I realize it too late too)

I hope you enjoy it as much I enjoyed making it. Please, feel free to send any comments, bugs, etc... I'll be grateful to see them :)

Cheers
Attachments
O-Cman_v1.0.rar
(20.19 KiB) Downloaded 104 times
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LCD

Posts: 567

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Sun Aug 21, 2011 11:29 pm

Re: O-Cman

Wow, thats what I really call "smooth"!!! Another great showroom project to show the power of ZXBC.
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oblo

Posts: 60

Joined: Tue Jul 12, 2011 5:23 pm

Post Mon Aug 22, 2011 4:12 pm

Re: O-Cman

Thanks! Here are a few screenshots:

Image Image

Cheers
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boriel

Site Admin

Posts: 1270

Joined: Wed Nov 01, 2006 6:18 pm

Location: Santa Cruz de Tenerife, Spain

Post Mon Aug 22, 2011 6:07 pm

Re: O-Cman

Tried it and it's absolutely amazing! Thank you for sharing :!:
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JBGV

Posts: 64

Joined: Wed Feb 16, 2011 6:12 am

Post Mon Aug 22, 2011 9:20 pm

Re: O-Cman

Very good adaptation!

I like pac-man movement
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oblo

Posts: 60

Joined: Tue Jul 12, 2011 5:23 pm

Post Tue Aug 23, 2011 11:29 pm

Re: O-Cman

Thanks to all :) Now I'm struggling between three projects for what my next game will be... this is addictive! :-D

Cheers
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britlion

Posts: 722

Joined: Mon Apr 27, 2009 7:26 pm

Location: Slough, Berkshire, UK

Post Wed Aug 24, 2011 9:01 pm

Re: O-Cman

Very nice indeed. Excellent work!

Preshifted sprites, using UDG.

Incidentally, if you are printing whole characters like this, you might find http://www.boriel.com/wiki/en/index.php ... tchars.bas gets you a speed increase, since it should be faster than using the internal print routine - it's specialised to get blocks of data to the screen somewhat faster.

There are a couple of alternate screen handling routines in the library - the 2x2 fixed putblock is the fastest, but has limitations such as the size of the block. There's also an option to use the character based fourspriter, which has been encapsulated as a routine - but again, sprites are 2x2 - but the background is preserved.

how-to-tutorials/topic397.html


On terms of Ghost AI - this might be useful to you: http://gameinternals.com/post/207255833 ... t-behavior
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oblo

Posts: 60

Joined: Tue Jul 12, 2011 5:23 pm

Post Thu Aug 25, 2011 5:23 pm

Re: O-Cman

Thanks you very much britlion. Thisis an example that I have to dig more at the libraries in order to get all the benefits that the compiler offers. I'll try putchars, maybe the game gain the speed it needs, but one question: if UDGs are in an array, which is this case, how I point to them? The usage of putChars ask for a dataaddress (memory direction)
BTW, do you know any routine that preserve the background for 1x1 sprite?

Thanks and cheers

EDIT: I answer myself... a PEEK 23675 + 256*PEEK 23676 as dataaddress will do the trick, doesn't it?
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LCD

Posts: 567

Joined: Fri Feb 13, 2009 3:11 pm

Location: Vienna, Austria

Post Thu Aug 25, 2011 7:55 pm

Re: O-Cman

oblo wrote:BTW, do you know any routine that preserve the background for 1x1 sprite?

This can be done with binary OR (BOR/|) and binary AND (BAND/&) with grabbing the background, puting a mask on in in memory using AND and puting sprite data in top of it using OR, then writing it back to screen memory, but real background preservation needs to store the whole background area in memory. It will be faster in ASM.
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boriel

Site Admin

Posts: 1270

Joined: Wed Nov 01, 2006 6:18 pm

Location: Santa Cruz de Tenerife, Spain

Post Thu Aug 25, 2011 8:32 pm

Re: O-Cman

Also remeber that OVER 1 does XOR, OVER 2 does AND and OVER 3 does OR ;-)
Read help on OVER: http://www.boriel.com/wiki/en/index.php/ZX_BASIC:OVER

AND + OR are used to create "Filmation Effects" (Alien 8, Knight Lore, Wally, etc)
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oblo

Posts: 60

Joined: Tue Jul 12, 2011 5:23 pm

Post Thu Aug 25, 2011 8:53 pm

Re: O-Cman

boriel wrote:Also remeber that OVER 1 does XOR, OVER 2 does AND and OVER 3 does OR ;-)
Read help on OVER: http://www.boriel.com/wiki/en/index.php/ZX_BASIC:OVER

AND + OR are used to create "Filmation Effects" (Alien 8, Knight Lore, Wally, etc)


So, in theory, only using OVERs background can be preserved, right? At least for basic sprites.

Cheers

EDIT: or better, use this? how-to-tutorials/topic390.html
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boriel

Site Admin

Posts: 1270

Joined: Wed Nov 01, 2006 6:18 pm

Location: Santa Cruz de Tenerife, Spain

Post Thu Aug 25, 2011 9:00 pm

Re: O-Cman

You should try OVER if using PRINT.
Otherwise, you can try your own sprite routines.

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