Go Back   Forums > Community Chatterbox > Gaming Zone
Memberlist Forum Rules Search Today's Posts Mark Forums Read
Search Forums:
Click here to use Advanced Search

Reply
 
Thread Tools Display Modes
Old 24-02-2011, 10:50 PM   #1
deathshadow
Newbie

 
Join Date: Feb 2011
Location: ,
Posts: 7
Default Paku Paku -- Version 1.6 released 9 November 2011

*** UPDATE *** version 1.6 released

Adding early stages of general MIDI and MT-32 support. (still very WIP, but cool none-the-less)

Official Site Page:
http://www.deathshadow.com/pakuPaku

Version History
http://www.deathshadow.com/pakuPaku_Revisions
(massive changes in 1.6)

Direct Download links:
http://www.deathshadow.com/downloads/paku_1_6.rar (59k)
http://www.deathshadow.com/downloads/paku_1_6.zip (67k)

Preview image:

Click for Larger (1024x768 - 17.1k)


Play it Live with jDOSBox (requires java)
http://www.deathshadow.com/pakuPakuLive

If you want the prebuilt .zip file for running it in jDOSBox with a custom .conf file included, you can get that here:
http://www.deathshadow.com/jdosbox/paku_1_6.zip

Which can be embedded easily into a web page with the following (valid HTML/XHTML) code.

Code:
		****** [if IE]>
			<object
				classid="clsid:8AD9C840-044E-11D1-B3E9-00805F499D93" 
				 width="640" height="400"
			>	
		<![endif]****
		****** [if !IE]>****
		<object
			type="application/x-java-applet"
			width="640" height="400"
		>
		******<![endif]****
			<param name="code" value="jdos.gui.MainApplet" />
			<param name="archive" value="jdosbox_applet.jar,paku_1_6.zip" />
			<param name="param1" value="-conf jar://dosbox.conf" />
			<param name="param2" value="imgmount e jar://paku_1_6_160k.IMA -t floppy" />
			<param name="param3" value="e:" />
			<param name="param4" value="paku /cms" />
			<p>
				This game requires Java to function. Please either enable it in your browser, switch to a Java capable browser, or download the appropriate version off of
				<a href="http://www.java.com">Oracle's Java Website</a>
			</p>
		</object>
Just thought I'd share that I've released a new pac-man game for Dos, with the minimum target being a 128 meg 4.77mhz 8088 with a CGA card...

What makes this one so special? It uses the "undocumented" 160x100 16 color mode -- the same one that classics like "round42", "moonbugs" and "tunneler" uses... and like "tunneler" I've got EGA/VGA support.

Unlike Jeoffrey Silverton's "tunneler" I don't just accept the odd/even 9 pixel issue on the VGA or the 50px black bar at the bottom of the EGA display -- so I reprogram the CRTC on both cards to try and force a true 640x200 or 640x400 display mode. On some clone VGA cards this does result in a stripe down one side, and on many clone EGA cards choke on the reprogram, so I've included a /safe command line option to make those cards use Silverton's technique of just reprogramming the scanline height.

I've also added a quick 3 voice audio stack, with support for adlib, C/MS (aka game blaster), Tandy/Jr and PC Speaker sound. Of these, C/MS actually sounds the best with tandy/jr a close second. (I always hated Adlib, and my code to support it is a bit dodgy). If you've got an old box with a SB 1.0 or a soundblaster 1.5/2.0 with the optional C/MS support chips installed your in for a treat -- a game by someone other than Sierra that supports it.

Runs great under DosBox, I suggest setting oplmode to CMS and using the /CMS command line option to enable that sound type, though if you like you can live with the default adlib sound -- it's still better than speaker. (kind-of)

Mostly I just made this as a stress reliever from my day job of dealing with nimrods trying to set website development back a decade with all the HTML5 nonsense -- Or should I say HTML 3.2 that they've stopped slapping a tranny doctype on and instead just slap a HTML5 one on for no good reason vomiting up presentational markup any old way. I've been on a real retrocomputing kick of late (as evidenced by my dusting off my Tandy 1000EX).

In terms of licensing I'm releasing it to the public domain, and you'll find the COMPLETE Turbo Pascal 7 source code in every major release's archive file.

I'm thinking over the next year I may release two or three more games using the same video/audio code base.

Last edited by deathshadow; 09-11-2011 at 06:55 AM. Reason: New version release
deathshadow is offline                         Send a private message to deathshadow
Reply With Quote
Old 24-02-2011, 11:36 PM   #2
Japo
Autonomous human
 
Japo's Avatar


 
Join Date: Mar 2006
Location: ,
Posts: 4,613
Default

Cool. It could be reviewed for Abandonia Reloaded.
__________________
Life starts every day anew. Prospects not so good...
Japo is offline                         Send a private message to Japo
Reply With Quote
Old 25-02-2011, 08:02 AM   #3
Lulu_Jane
10 GOSUB Abandonia
20 GOTO 10
 
Lulu_Jane's Avatar

 
Join Date: Feb 2005
Location: Praha, Czech Republic
Posts: 3,273
Default

Wow, this is pretty neat! Seconding that it should be on Reloaded.
__________________
I have vestigial adventure elements
Lulu_Jane is offline                         Send a private message to Lulu_Jane
Reply With Quote
Old 25-02-2011, 10:25 PM   #4
Japo
Autonomous human
 
Japo's Avatar


 
Join Date: Mar 2006
Location: ,
Posts: 4,613
Default

I've requested it over there:

http://www.reloaded.org/forum/index.php?showtopic=11216

In case anyone is willing to write the review, post away (over there).
__________________
Life starts every day anew. Prospects not so good...
Japo is offline                         Send a private message to Japo
Reply With Quote
Old 01-03-2011, 07:36 PM   #5
Nick02
Newbie
 
Nick02's Avatar

 
Join Date: Sep 2010
Location: ,
Posts: 19
Send a message via Yahoo to Nick02
Default

Reviewed.

http://www.reloaded.org/download/Paku-Paku/513/
__________________
Nick - Admin on Reloaded.org
Nick02 is offline                         Send a private message to Nick02
Reply With Quote
Old 05-03-2011, 08:27 PM   #6
deathshadow
Newbie

 
Join Date: Feb 2011
Location: ,
Posts: 7
Default

Edited the original post to link to version 1.4 -- most of the changes in this release is incorporating the fixes from the last batch of testing executables, and improving joystick handling by dividing up the two read routines to be called during timer ticks were not a whole lot else is going on. Spacing the two reads apart gives certain joystick interfaces (like that on the PcJr) that fail to discharge the capacitors when they aren't fully charged time to 'normalize' after reading one axis.

Basically if you try on some machines to read X and then immediately read Y the Y value will be all messsed up. Some people check that all bits on the interface are set, however that technique will hang certain machines like the tandy 1000 or a machine with the original PC gamecard if the second joystick isn't plugged in...

So instead of just sitting there waiting, I'm doing roundtable reads -- update the screen, read joystick X, run game logic, read joystick Y... lather, rinse, repeat.

Unless something major comes along as a problem, and unless I figure out why some CGA's meant to drive a LCD don't work with it, this is probably the final release of this game.

In other news, I've started preliminary game logic code for my next release which has the working title "Offense Command" which is going to be a bit more robust a redo/mashup of Moonbugs and the old TRS-80 Model 1 "defense command".

I've also been working on some sprites and animations for it:


If you've played any TRS-80 model 1/3 games some of those may seem like familiar friends.

Last edited by deathshadow; 05-03-2011 at 08:41 PM.
deathshadow is offline                         Send a private message to deathshadow
Reply With Quote
Old 05-03-2011, 11:46 PM   #7
_r.u.s.s.
I'm not Russ
but an ex-alektorophobic
 
_r.u.s.s.'s Avatar


 
Join Date: May 2005
Location: Nitra, Slovakia
Posts: 6,533
Default

paku paku
__________________
_r.u.s.s. is offline                         Send a private message to _r.u.s.s.
Reply With Quote
Old 06-03-2011, 01:16 PM   #8
Luchsen
Lurking Forever
 
Luchsen's Avatar

 
Join Date: Feb 2005
Location: Bad Konig, Germany
Posts: 3,565
Default

So, Paco-Paco cleans the FTP by eating the bad data and is hunted by the bad, bad uploaders who cry in horror because their precious random uploads are eaten?


Is it just me or does EGA not work in DOSBox?

Third and fourth attachment with /safe parameter:
Attached Images
File Type: png paku_003.png (4.0 KB, 3 views)
File Type: png paku_004.png (4.0 KB, 5 views)
File Type: png paku_001.png (3.7 KB, 4 views)
File Type: png paku_002.png (3.8 KB, 2 views)
__________________
Luchsen is offline                         Send a private message to Luchsen
Reply With Quote
Old 06-03-2011, 10:50 PM   #9
deathshadow
Newbie

 
Join Date: Feb 2011
Location: ,
Posts: 7
Default

Quote:
Originally Posted by Luchsen View Post
Is it just me or does EGA not work in DOSBox?
0.74 has a code regression where you can't turn the 'blink' bit off... it's fixed in the SVN's so hopefully the next official release this will be resolved.
deathshadow is offline                         Send a private message to deathshadow
Reply With Quote
Old 07-03-2011, 12:41 AM   #10
Luchsen
Lurking Forever
 
Luchsen's Avatar

 
Join Date: Feb 2005
Location: Bad Konig, Germany
Posts: 3,565
Default

I like the back-to-the-roots Japanese title, by the way.
__________________
Luchsen is offline                         Send a private message to Luchsen
Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Routers and port forwarding Tulac Tech Corner 15 03-03-2008 08:57 AM

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump
 


The current time is 08:33 PM (GMT)

 
Powered by vBulletin® Version 3.7.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.