Pac-Land: can be coloured?

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Comments

  • edited January 2014
    Think this work is fascinating considering

    a) the original game looks dog awful, and

    b) these remarkably improved graphics were actually hidden in the original code.

    the whole thing reminds me how shoddy some games companies were, not giving coders time to get the game perfected before pushing it out.
  • edited January 2014
    I didn't have time to complete the entire screen but I do think it looks better without the shading.

    30veirt_zps82fbced0.png
  • edited January 2014
    Swainy wrote: »
    I didn't have time to complete the entire screen but I do think it looks better without the shading.

    30veirt_zps82fbced0.png

    agree. :D
  • edited January 2014
    Gut, gut!!! :) Superb!!! I like it! ;)
  • edited January 2014
    Well, you are probably right :)

    I'll see what can be done.

    You know, you retouch a tile in one place and it spoils all in another place.

    By the way Swainy, I'm not asking you for help now because what I currently do is drawing mixed with hacking, searching for data definitions in memory, adjusting data, poking routines to prevent some data switching etc. I'm not sure if you'd like to know it all :)
  • edited January 2014
    Without the shading its a lot closer to the original.


    I didn't know about this game until a few weeks ago I saw the link below. The zx version comes off worse.

    As you have shown its more to do with programming than the limitations of the machine. But will knew that of course :D

    www.youtube.com/watch?v=HCZPoWt1Vzs
  • edited January 2014
    Ralf wrote: »
    Well, you are probably right :)

    I'll see what can be done.

    You know, you retouch a tile in one place and it spoils all in another place.

    By the way Swainy, I'm not asking you for help now because what I currently do is drawing mixed with hacking, searching for data definitions in memory, adjusting data, poking routines to prevent some data switching etc. I'm not sure if you'd like to know it all :)

    Well I'm more than willing to help out mate :) just give me a shout if you need me.
  • edited January 2014
    Well I'm more than willing to help out mate just give me a shout if you need me.

    Well, I won't have time to work on it for a day or two so maybe I'll share what I have.

    It's not any secret so I'll do it here :)

    I've made a PC tool for help
    210an9y.png

    Open .sna file and click on any tile to get TileNr. Other data are unimportant for you at the moment

    Then work on these tiles:
    2dgq8ed.png

    Tile colours are unimportant, they will be imported through
    Sevenup only like graphics.

    The dot on empty sky tile is a temporary necessity, otherwise Sevenup imports this tile inverted and i was tired to correct it each time.

    Then import these tiles to Sevenup and export them to .bin with following options:
    vpxdv6.png

    Then import tiles to emulator with the game to address 37575

    Tiles are organized by columns, 1st column are tiles 0-15 2nd column are tiles 16-31 etc. You may wish to create a help picture with columns and row numbers to find the tiles more easily.

    I also find it easier to copy an entire screenshot from emulator to editor. adjust graphics on it and the copy the needed tiles to its places in tile sheet.


    Just work on graphics of 1st level (between levels some data are shifted in memory) The colours are done separately and I'll try to adjust them myself.

    The download (tool, tiles and modified .sna):
    http://www.sendspace.com/file/0fanpj

    Write if you have any problems

    Everybody else is of course allowed to download it too an play with the tool ;)

    EDIT: don't touch the right side of this house in the screenshot :), these tiles are used elsewhere and need to be so, I'll later adjust the house definition
  • edited January 2014
    Did you make a tool only for Pacland? :)
    Great! Haha.
    For each game that you modify do you make a tool?
  • edited January 2014
    Did you make a tool only for Pacland?
    Great! Haha.
    For each game that you modify do you make a tool?

    Yes :)

    It may seem like a big job but actually you can make such thing in 3 hours or so.

    I read Spectrum memory to an array and do basically calculations like:
    tileNr=memory[23296+RowNr*32+ColumnNr];

    These are specific things for each game so yes, I do it each time. But as I said it goes fast

    Then I have some ready procedures like drawing Spectrum screen which I copy/paste between projects.
  • edited January 2014
    This game's graphics were clearly designed for 128x192 resolution.
    If you convert them (transforming the dither patterns into half tones) you get this:
    Untitled-1.png

    Notice that all text and the sprites remain defined.
    I've mentioned before having this mode in emulators, since the early TV connections over RF did this sort of horizontal blurring. But unfortunately it's not widely supported.
  • edited January 2014
    Would 50fps full-colour pixel scrolling really be that hard? :lol:
    Joefish
    - IONIAN-GAMES.com -
  • edited January 2014
    A little update picture:

    2uro5le.png

    The recent changes:
    - bottom part made black

    - now every empty tile has yellow attribute

    - I was fed up with square Amstrad font so replaced it with Pacman style font from another game about Pacman - Pacmania.

    - lots of work on graphics and map definitions

    The main hack is more or less ready, now I need to do a lot of "boring" ;) job of updating the graphics.

    Give me a week or rather two and it should be ready :)
  • edited January 2014
    I think choosing black for the bottom is the right thing to do
    Sprites are much more visible this way. Besides i think light colored sprites on dark background makes the sprites look bigger somehow...

    Looking forward to play this

    G
    Ralf wrote: »
    A little update picture:

    2uro5le.png

    The recent changes:
    - bottom part made black

    - now every empty tile has yellow attribute

    - I was fed up with square Amstrad font so replaced it with Pacman style font from another game about Pacman - Pacmania.

    - lots of work on graphics and map definitions

    The main hack is more or less ready, now I need to do a lot of "boring" ;) job of updating the graphics.

    Give me a week or rather two and it should be ready :)
    Find my (mostly unfinished) games here
    https://www.facebook.com/groups/1694367894143130/
  • edited January 2014
    Ralf wrote: »
    A little update picture:

    2uro5le.png

    The recent changes:
    - bottom part made black

    - now every empty tile has yellow attribute

    - I was fed up with square Amstrad font so replaced it with Pacman style font from another game about Pacman - Pacmania.

    - lots of work on graphics and map definitions

    The main hack is more or less ready, now I need to do a lot of "boring" ;) job of updating the graphics.

    Give me a week or rather two and it should be ready :)

    That's looking really nice! Sorry I haven't been able to help mate, I've been really busy with work and with looking after my kids this past week. Glad to see the back of that font too!
  • edited January 2014
    And now my question is: how hard would have it been for the authors of the game to implement all these features, Ralf? The game looks now ten times better!
  • edited January 2014
    Is it possible to lose the dithering?

    it makes it so much uglier than it needs to be - block colouring would look much cleaner.
  • edited January 2014
    Fantastic work Ralf! Looks so much better and so much more like what it should have been in the first place!

    Well done mate, great progress :-)
  • edited January 2014
    weesam wrote: »
    Is it possible to lose the dithering?

    it makes it so much uglier than it needs to be - block colouring would look much cleaner.

    It looks great on original hardware over an RF connection ;)

    D.
  • edited January 2014
    Great!!! It?s a new game!!!
  • edited January 2014
    weesam wrote: »
    Is it possible to lose the dithering?

    it makes it so much uglier than it needs to be - block colouring would look much cleaner.

    or change the type of texture, I think that some kind of light texture over the scenery silhouettes makes player's imagination feel more real, this is a quick filter applied to the hills
    2uro5le.png
  • edited January 2014
    :o Amazing, that's really a great work !!!
    Can't stand to see final version ! :D
    Super Spectrum 128k+4 : +2A case, +2 motherboard, internal divIDE + SD
    Spectrum 48k+ / 128k+ / 128k+2 / +2A (2) / +3 with Multiface3
    SpeccyPi 128k+3,14...
    Yes, I only love the + versions !!!
  • edited January 2014
    there is a nice sunset if you change the clouds to bright red :smile:
  • edited January 2014
    Thanks again people. These comments make me feel it's worth to struggle with these old trash games to make them less trash :)

    As for dithering - more than one person suggested to make it all plain walls but personally, after a bit of thought I decided to keep it this way. It makes roofs and walls different and it was original intention of the game coder to do it so. After all he used different tiles. So my decision - it stays dithered :)
    And now my question is: how hard would have it been for the authors of the game to implement all these features, Ralf? The game looks now ten times better!

    Rather easy. In my opinion they lacked about 2 weeks of time to do this game properly.
    On the other hand, as you can read in the story linked earlier in this thread, they were working overtime, neglecting their social life and finally didn't get paid for their work. In that case I really wouldn't try to do my best. Releasing a crap game could even be a part of programmer's revenge ;)
  • edited January 2014
    The problem with the current dithering is that it makes the building look transparent. Maybe use a different PAPER from the sky, if possible?
  • edited January 2014
    surely the dithering was because the game ended up monchrome?

    now there is colour it seems quite pointless...and very ugly!


    and kudos to Ralf - you are a spectrum wizard.

    If only programmers like yourself and einar were around in the heydey...the things you make the little computer do are amazing
  • edited January 2014
    Are you going to keep it flip screen Ralf or will you try to get it scrolling? You mentioned earlier in the thread that it looked like they had considered a scrolling approach but is the code there to actually do it?

    I'm guessing it would be character block scrolling from what you said earlier?
  • edited January 2014
    I rarely, rarely comment here but this is just fascinating work Ralf. It's amazing to be able to dig beneath the code and see what we might have been playing all these years.

    Fascinating stuff. Thanks for the time you're putting into it.
  • edited January 2014
    Sorry for goin off topic. But could someone have a butchers at the code for Xybots. Methinks that should have had more colour in it. :)
  • edited February 2014
    The site works like a geriatric turtle but maybe someone manages to get this :)

    I'm progressing with Pacland mod, actually the 1st level is ready:

    ifv4t2.png

    The download for playing:
    http://www.sendspace.com/file/qq0o2c


    Don't play later levels, everything is messed up there ;)
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