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Re: Pac-It for Pokemon Mini

Posted: May 30th, 2018, 01:26
by VirtualChris
Added a lightning bolt. I don't know if it's random enough though. Since there's apparently no other way to do it, I guess I'll just have to do it this way.
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Re: Pac-It for Pokemon Mini

Posted: May 30th, 2018, 10:58
by JustBurn
Kudos for not giving up after all this time and actually be working on something! Plus, in assembler... :o

Anyway confused of where you got the "tutorial" zip files and some of the things in the source code... I hope you are not using some ancient stuff that is over a decade old.

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	.org		0
.orgfill 0x1000   # first part of RAM is VRAM
.orgfill 0x1800

ticker:
.dw 0
movedelay:
.db	0
Well, don't do this, i know you want to do create some RAM space but not only you're messing up with the ROM addressing you're also wasting pointless ROM space ... just use the .RAM syntax from PMAS 0.20: .ram labelName numBytes, you can find being used nearly the top of your own source code!

----

Code: Select all

	.equ		tilemap			$1360	
	.equ		BIOS_SIZE		$1000
	.equ		RAM_SIZE		$1000
	.equ		IO_SIZE			$0100
	.equ		ROM_SIZE		$80000

	.reloc
BIOS_BEGIN:		.ds		BIOS_SIZE
BIOS_END:
RAM_BEGIN:		.ds		RAM_SIZE
RAM_END:
IO_BEGIN:		.ds		IO_SIZE
IO_END:
USER_BEGIN:
	.endreloc
Eh? What are you trying to do with this code? :confused:
Just get rid of it.

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;-----------------------------------------------------------------------------
; I/O address offsets
;-----------------------------------------------------------------------------
	.equ		BUTTONS			$52
	.equ		VIDEO_0			$80
	.equ		VIDEO_1			$81
	.equ		VIDEO_TILEDATA	$82		; word
	.equ		COUNTER2		$08
	.equ		CPU0			$00
	.equ		CPU2			$02

;-----------------------------------------------------------------------------
; I/O bits
;-----------------------------------------------------------------------------
	.equ		BUTTON_A		$01
	.equ		BUTTON_B		$02
	.equ		BUTTON_C		$04
	.equ		BUTTON_UP		$08
	.equ		BUTTON_DOWN		$10
	.equ		BUTTON_LEFT		$20
	.equ		BUTTON_RIGHT	$40
	.equ		BUTTON_POWER	$80
	.equ		CPU2_SPEED		$08
	.equ		COUNTER2_START	$01
	.equ		COUNTER2_RESET	$02
	.equ		VIDEO_0_INVERT	$01
	.equ		VIDEO_0_TILED	$02
	.equ		VIDEO_0_ENABLE0	$08
	.equ		VIDEO_0_TSIZE0	$10
	.equ		VIDEO_0_TSIZE1	$20
	.equ		VIDEO_1_ENABLE1	$01
	.equ		VIDEO_1_SLOW0	$02
	.equ		VIDEO_1_SLOW1	$04
No need to define any of that... those type of constants already exist in "pm_init.s", in fact that file contain ALL low-level stuff you need, just search in there... Are you using the latest version from my v0.60 dev package btw?
Using the original constant names in "pm_init.s" will be more helpful if you're using PokeMini Debugger to debug your game too.

I don't know where you got that "pmio.asm" but if that file only have hardware register names then it's a completely pointless file, like i've said earlier: "pm_init.s" contains all low-level definitions you need.

Finally, don't forget to rename the cartridge name on the pm_header macro at the very top, the name SHOULD be 12 ASCII characters exactly, in case you didn't knew that macro creates the ROM header, interrupts and an entry point that jump to "main" so there's no need to reloc anything, it creates all the backstage magic for you.

Re: Pac-It for Pokemon Mini

Posted: June 3rd, 2018, 04:13
by VirtualChris
It's been a few days. I added the snail enemy in. Mr. Snail doesn't move at all, but I plan to make him move, faster as the game progresses, the point being avoiding the snail while getting the lightning bolts that pop up.
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Re: Pac-It for Pokemon Mini

Posted: June 3rd, 2018, 10:42
by scyther
Cool, but mr. snail is a bit unpokémony, maybe you can come up with something more fitting :) ?

Re: Pac-It for Pokemon Mini

Posted: June 3rd, 2018, 23:08
by YasaSheep
There are certainly snail-like options, like Slugma/Magcargo. They're like 1.5' shorter than Electrode so it'd probably work visually too.

Another option might be like Dwebble but it's more of a hermit crab.

Re: Pac-It for Pokemon Mini

Posted: June 4th, 2018, 02:54
by VirtualChris
I tried my hand at making a Magcargo that moves left and right. It doesn't get into Electrode's way though...yet.
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Re: Pac-It for Pokemon Mini

Posted: July 1st, 2018, 08:05
by VirtualChris
The Electrode game is technically a game now. I need to make it more challenging. When a game ends, you can press A to begin a new round or press B to select a new game.
http://www.atari2600land.com/pokemonmini/ppmtwo7.zip

Re: Pac-It for Pokemon Mini

Posted: July 2nd, 2018, 01:54
by VirtualChris
Made a webpage for the game. You can find it here:
http://atari2600land.com/pokemonmini/po ... mini2.html

Looking to make a third game. I have an idea for one. Is there any kangaroo-type Pokemon, or perhaps a rabbit? Something that likes to jump a lot.

Re: Pac-It for Pokemon Mini

Posted: July 2nd, 2018, 22:29
by Toolshrink
Here are all rabbit pokemon! :D

https://pokemondb.net/pokebase/260466/w ... ed-pokemon

And a kangaroo pokemon is Kangaskhan!


Hope this helps!!!

Re: Pac-It for Pokemon Mini

Posted: July 3rd, 2018, 01:23
by VirtualChris
It helps a lot. Thank you so much! Here is a first attempt of making some Kangaskhan sprites. It's tough getting such a detailed character down to 16x16 size! What I was thinking of doing was making a Doodle Jump-type game with this Pokemon with "random" platform placement (or as random as you can get on a Pokemon Mini.)
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