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Thread: It's DONE!!! Paku Paku -- new DOS game!

  1. #1

    Default It's DONE!!! Paku Paku -- new DOS game!

    *** NOTE *** version 1.2 released, major performance increase from new rendering method.

    Phew, that was more work than I originally planned.

    Blog post:
    http://my.opera.com/deathshadow/blog...me-1-paku-paku

    Direct Download link:
    http://www.cutcodedown.com/retroGames/paku_1_2.rar

    Preview image:


    The minumum spec for flawless gameplay turned out to be a 8mhz AT with a 16 bit video card, though the auto-tester should determine the cutoff as to who gets no flicker, and who gets flicker/snow/poor gameplay due to their system being so slow.

    It flickers a good deal on my Tandy 1000SX though gameplay is for the most part uneffected. It runs beautiful on my AM386/40 with a VGA card, though there is a hair of underscan on the CRTC reprogramming resulting in a stripe down the left side. I don't dare play with the numbers as fixing one machine is likely to mess up another, and it has no effect on gameplay. I don't want to even THINK about how bad the snow would be on a real CGA card though.

    Sound support for PC Speaker, Tandy/PcJr, C/MS (game Blaster) and Adlib are present, with C/MS being the best sounding of the lot with Tandy a close second. It's untested on the Jr. so if anyone could report on how the sound works there it would be greatly appreciated.

    The full turbo pascal source code can be found in /source subdirectory in the archive.

    Much of the development testing was done in Dosbox, so it runs really well there -- I highly suggest using the oplmode=cms and the /cms command line option for the best sound -- you can find more information in the readme.htm file inside the .rar

    This turned out to be a lot more challenging a port that I initially expected -- but at least for the first time in two decades I've actually FINISHED a game; and the great part is the whole thing including the sound support and custom video code took me less than four weeks.
    Last edited by deathshadow; February 9th, 2011 at 10:01 PM. Reason: release 1.2
    From time to time the accessibility of a website must be refreshed with the blood of owners and designers. It is its natural manure.
    CUTCODEDOWN.COM

  2. #2

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    this looks AWESOME! nice job. i'm going to try it. a pac-man clone was something i was thinking of doing but never started. what's it written in? all assembly?

    edit: nevermind, looks like it's in pascal.
    My emulators!
    Fake86 8086/V20 PC emulator: http://sourceforge.net/p/fake86
    MoarNES Nintendo emulator: http://sourceforge.net/p/moarnes


  3. #3

    Default

    Quote Originally Posted by Mike Chambers View Post
    edit: nevermind, looks like it's in pascal.
    Pascal with a LOT of x86 ASM... Though admittedly some of that ASM is to avoid needing to use the library DOS and CRT units -- my approach to keeping .exe size under control and avoiding the dreaded timer error bug on faster machines. Just don't call CRT in the first place.
    From time to time the accessibility of a website must be refreshed with the blood of owners and designers. It is its natural manure.
    CUTCODEDOWN.COM

  4. #4

    Default

    the game works great, but i've only tried it in DOSBox. i'm going to copy it over to my 5150 later tonight and give it a go on there.
    My emulators!
    Fake86 8086/V20 PC emulator: http://sourceforge.net/p/fake86
    MoarNES Nintendo emulator: http://sourceforge.net/p/moarnes


  5. #5

    Default

    Quote Originally Posted by Mike Chambers View Post
    the game works great, but i've only tried it in DOSBox. i'm going to copy it over to my 5150 later tonight and give it a go on there.
    Just be warned -- snow and flicker -- snow and flicker... and some playback slowdowns too.
    From time to time the accessibility of a website must be refreshed with the blood of owners and designers. It is its natural manure.
    CUTCODEDOWN.COM

  6. #6

    Default

    Ok, the flicker was driving me nuts on my Tandy 1K, so I went back and re-did the renderer from scratch using a back-buffer system. It ups the memory footprint by just under 16k, but it squeezes about 30% more performance out of the game and eliminates the flicker on slower systems. Rock and Roll...

    So grab version 1.2
    http://www.cutcodedown.com/retroGames/paku_1_2.rar

    Hopefully apart from bugfixes I'm done with this one, and can start writing the next game.
    From time to time the accessibility of a website must be refreshed with the blood of owners and designers. It is its natural manure.
    CUTCODEDOWN.COM

  7. #7

    Default

    Very good! I'm going to have fun with this one. (Highscore for me: 47050 :P)

    I did notice one thing. In Adlib mode, the PC Speaker will emit clicks, chips and beeps if I eat prizes, ghosts or exit a level.
    Last edited by linuxlove; February 10th, 2011 at 05:40 AM.

  8. #8

    Default

    it runs great on my 5160.
    My emulators!
    Fake86 8086/V20 PC emulator: http://sourceforge.net/p/fake86
    MoarNES Nintendo emulator: http://sourceforge.net/p/moarnes


  9. #9

    Default

    Nice! Works beautifully on my Tandy 1000TX, no noticeable flicker. Pretty good Pac-Man clone, too
    Computers: Amiga 1200, DEC VAXStation 4000/60, DEC MicroPDP-11/73
    Synthesizers: Roland JX-10/SH-09/HS-80/MT-32/D-50, Yamaha DX7-II/V50/TX7/TG33/FB-01, Korg MS-20 Mini/ARP Odyssey/DW-8000/M1, Ensoniq SQ-80, E-mu Emax HD/Proteus-2, Casio CZ-5000, Moog Satellite, Sequential Circuits Prophet-600
    "'Legacy code' often differs from its suggested alternative by actually working and scaling." - Bjarne Stroustrup

  10. #10

    Default

    Quote Originally Posted by linuxlove View Post
    Very good! I'm going to have fun with this one. (Highscore for me: 47050 :P)

    I did notice one thing. In Adlib mode, the PC Speaker will emit clicks, chips and beeps if I eat prizes, ghosts or exit a level.
    What hardware is that on? The Adlib code and speaker code are isolated from each-other since they're called through the outFreq procedure which immediately calls 'case' for the correct device. There should be no cross-talk between them.

    Though admittedly, my Adlib code is a bit dodgy -- Of all the cards I always found it the worst sounding and hardest to program for. It's easier to make a softsynth from scratch on an 8 bit DAC than it is to program the adlib card. 240 registers with over-the-top delays between port writes and endless settings for each voice -- to end up with thousands of different "sounds" that all pretty much sound the same. Hell, I find it easier to make a MOD tracker from scratch than it is to program the adlib.

    There's a reason I recommend the CMS as the better sounding card. Of course, by the time Adlib had caught on for music, I had a MT-32.
    From time to time the accessibility of a website must be refreshed with the blood of owners and designers. It is its natural manure.
    CUTCODEDOWN.COM

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