Pac-It for Pokemon Mini

PM development, programming, hacking and all that fun stuff.
VirtualChris
Posts: 142
Joined: February 21st, 2015, 22:53
Location: United States
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Re: Pac-It for Pokemon Mini

Post by VirtualChris » May 30th, 2018, 01:26

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.
Image

JustBurn
Team Pokémé
Posts: 90
Joined: April 14th, 2011, 19:07

Re: Pac-It for Pokemon Mini

Post by JustBurn » May 30th, 2018, 10:58

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.

Code: Select all

	.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.

----

Code: Select all

;-----------------------------------------------------------------------------
; 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.

VirtualChris
Posts: 142
Joined: February 21st, 2015, 22:53
Location: United States
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Re: Pac-It for Pokemon Mini

Post by VirtualChris » June 3rd, 2018, 04:13

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.
Image

scyther
Posts: 54
Joined: November 5th, 2013, 14:25

Re: Pac-It for Pokemon Mini

Post by scyther » June 3rd, 2018, 10:42

Cool, but mr. snail is a bit unpokémony, maybe you can come up with something more fitting :) ?

Wa
Posts: 189
Joined: November 20th, 2005, 04:04
Location: Portland (Also #pmdev)
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Re: Pac-It for Pokemon Mini

Post by Wa » June 3rd, 2018, 23:08

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.

VirtualChris
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Joined: February 21st, 2015, 22:53
Location: United States
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Re: Pac-It for Pokemon Mini

Post by VirtualChris » June 4th, 2018, 02:54

I tried my hand at making a Magcargo that moves left and right. It doesn't get into Electrode's way though...yet.
Image

VirtualChris
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Joined: February 21st, 2015, 22:53
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Re: Pac-It for Pokemon Mini

Post by VirtualChris » July 1st, 2018, 08:05

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

VirtualChris
Posts: 142
Joined: February 21st, 2015, 22:53
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Re: Pac-It for Pokemon Mini

Post by VirtualChris » July 2nd, 2018, 01:54

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.

Toolshrink
Posts: 43
Joined: November 4th, 2017, 07:39

Re: Pac-It for Pokemon Mini

Post by Toolshrink » July 2nd, 2018, 22:29

Here are all rabbit pokemon! :D

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

And a kangaroo pokemon is Kangaskhan!


Hope this helps!!!

VirtualChris
Posts: 142
Joined: February 21st, 2015, 22:53
Location: United States
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Re: Pac-It for Pokemon Mini

Post by VirtualChris » July 3rd, 2018, 01:23

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.)
Image

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