Pac-It for Pokemon Mini
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Re: Pac-It for Pokemon Mini
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.
Re: Pac-It for Pokemon Mini
Kudos for not giving up after all this time and actually be working on something! Plus, in assembler...
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.
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!
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Eh? What are you trying to do with this code?
Just get rid of it.
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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.
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
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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
Just get rid of it.
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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
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.
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- Joined: February 21st, 2015, 22:53
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Re: Pac-It for Pokemon Mini
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.
Re: Pac-It for Pokemon Mini
Cool, but mr. snail is a bit unpokémony, maybe you can come up with something more fitting ?
- YasaSheep
- Posts: 205
- Joined: November 20th, 2005, 04:04
- Location: Portland (Also the discord)
- Contact:
Re: Pac-It for Pokemon Mini
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.
Another option might be like Dwebble but it's more of a hermit crab.
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Re: Pac-It for Pokemon Mini
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
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
http://www.atari2600land.com/pokemonmini/ppmtwo7.zip
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Re: Pac-It for Pokemon Mini
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.
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.
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- Posts: 43
- Joined: November 4th, 2017, 07:39
Re: Pac-It for Pokemon Mini
Here are all rabbit pokemon!
https://pokemondb.net/pokebase/260466/w ... ed-pokemon
And a kangaroo pokemon is Kangaskhan!
Hope this helps!!!
https://pokemondb.net/pokebase/260466/w ... ed-pokemon
And a kangaroo pokemon is Kangaskhan!
Hope this helps!!!
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Re: Pac-It for Pokemon Mini
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.)