Pac-It for Pokemon Mini

PM development, programming, hacking and all that fun stuff.
VirtualChris
Posts: 89
Joined: February 21st, 2015, 22:53
Location: United States
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Re: Pac-It for Pokemon Mini

Postby 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: 89
Joined: April 14th, 2011, 19:07

Re: Pac-It for Pokemon Mini

Postby 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: 89
Joined: February 21st, 2015, 22:53
Location: United States
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Re: Pac-It for Pokemon Mini

Postby 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: 38
Joined: November 5th, 2013, 14:25

Re: Pac-It for Pokemon Mini

Postby 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: 183
Joined: November 20th, 2005, 04:04
Location: Portland (Also #pmdev)
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Re: Pac-It for Pokemon Mini

Postby 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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Re: Pac-It for Pokemon Mini

Postby 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

Postby 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: 89
Joined: February 21st, 2015, 22:53
Location: United States
Contact:

Re: Pac-It for Pokemon Mini

Postby VirtualChris » July 2nd, 2018, 01:54

Made a webpage for the game. You can find it here:
http://atari2600land.com/pokemonmini/pokemonpartymini2.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: 22
Joined: November 4th, 2017, 07:39

Re: Pac-It for Pokemon Mini

Postby 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: 89
Joined: February 21st, 2015, 22:53
Location: United States
Contact:

Re: Pac-It for Pokemon Mini

Postby 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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