PacManPlus, on Tue Aug 10, 2010 7:26 PM, said:
Ok, from the comments posted above, here's what I plan on doing:
- Remove the 'Drop' powerup; it makes the game too hard (Progressive mode go bye-bye)
- Add a powerup to increase the speed of the *player* (as close as I can get to the 'Gravity' thing) Heavier gravity, faster speed... sort of
- Add second set of platforms (like the arcade)
- More sampling of the driving controllers (to get the speed up)
I am going to use Pokey for the sounds (which is why I haven't implemented any yet).
BTW, did you know that the original Circus Atari used Vertical Position Tables (i.e. not calculated) for the vertical motion of the clown? I stole those exact tables and modified the first one (where you don't hit any balloons) only.
Re: the paddles - the problem is the fact that we cannot measure the cap discharge accurately (i.e. by raster line) like the 2600 does. For this game (as an example), I have a DLI every 16 raster lines so the paddle discharge can only get checked 12 times; nowhere near enough to get an accurate reading.
Re: clown graphic gore - I have asked espire8 for the clown graphics - let's see what he comes up with
@Greg2600: What do you mean by 'stuck'? It seems to work for me ok... I'll post a Driving Controller binary soon.
Thanks Guys!
Bob
I played the binary on an emulator the game looks great.
(It does, exactly as I remember, completely suck to play Circus with joystick type controls.
Edited by BigO, Tue Aug 10, 2010 8:01 PM.













