Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

tearing with both mrs and mr pacman at the top? I fixed that in the meantime

about your requests:

1) Ability to skip cut scenes using the pause button. => just press ESC

2) it would just be a matter of 10000/15000 points for extra life, starting

3) could be done, but configurable keys is too annoying to code

1) I guess I'll have just park myself closer to the computer when using a controller  :-]

2) Looking forward to this, if you decide to go implement that.

3) No worries. Keyboard input and config keys are a nice-to-have and not a biggie.

As for the tearing, I'm seeing pretty extreme tearing and phantom pellets in-game for levels 7, 12 13, 15, and 18. I haven't made it past 18. It seems to be the worst when fruit appears (fruit also wanders through walls). I'm using a PAL Amiga 500 (I suspect this only works in PAL mode anyway). Not sure what's setting this graphic bug off. I wish I could tell you more about it, but it's borderline-intermittent. I do know that the maze returns to normal after the character dies and is regenerated. So the 'refresh' of the board does fix the graphical issue. Although I did work for Nintendo at one time, I was purely a graphics content guy and not a coder, so I'm kind of clueless from a pure debugging standpoint.

If you can post a video somewhere I'd be interested. I have witnessed tearing on "junior" act on slow CPUs (emulation) but the game played fine.

Here you go: https://youtu.be/Xj7DhdEZOuc

Hi,


I posted a new version. I tested that version with my A500 and it was okay. Can you test again?

(1 edit)

Thank-you so much for adding the on-controller cut scene skip function. Greatly appreciated. 

I was able to get it to freak out under emulation. However, on a real Amiga 500 I couldn't get it to show any signs of graphics corruption. So it looks like it's more stable now. Here's a new video: https://youtu.be/q09tMesoNK4

ah this damn berzerk fruit bug! can you tell me which configuration are you using for the emulation? (cpu, memory...). Great if it works on A500. There is another bug that I have to fix anyway. thanks for the video

Okay, I think I might have something useful for you. Here's the emulator settings I was using:

Emulator: WinUAX

CPU: 68000

CPU Speed: Real

CPU Compatible: No

Cycle Exact: No

Video Chipset: Agnus

Video Mode: PAL 50Hz

Chipmem Size: 512k

Fastmem Size: 0k

Slowmem Size: 512k

Fast Copper: Yes

Immediate Blits: No

Collision Level: Sprites and Playfield

---

When [CPU Compatible] is switched on, it seems to run perfectly. No graphics glitches at all. Toggling the other settings didn't seem to make a difference; only the CPU Compatible switch seemed to help.

Just when you thought it was over.... 

I decided to give it one more try -- this time on real hardware. Arrrggg!

Yep, it freaked out, and in a big way. 

This is turning into the magical mystery phantom bug for sure!

https://youtu.be/Fwf3ORAOI3o

that's very useful already! Maybe I'll ask to upload a savestate just before the fruit berzerk happens. Otherwise it's interesting enough because some real amiga setup could match this config and fail.