I wonder how they did the eyes. I remember that player-missile graphics on the Atari were single-colour. I guess they're not hardware sprites any more, then. Or maybe they're combining sprites. On the Amiga we used to combine sprites to get extra colours and use the copperlist to reuse sprites on scanlines lower down the screen. Perhaps you could do the same on Atari using a display list interrupt.
Looks amazing - if only Atari released the docs for low level programming back in the day who knows what might have been! Loved the Atari - after that went straight to an Archimedes A3000!
Atari eventually did, 'round about 1982. The complaint has been that when the machines were first released in 1979, they only revealed the innards to commercial developers. Atari largely expected to write the software for their computers themselves, but changed their minds later. What I've heard has allowed these games to be better is the modders are working with much larger ROM sizes. For example, what I remember is this arcade version of Pac Man was written for a 128K bank-selected cartridge. That would've been so expensive, the game wouldn't have sold at the volume Atari wanted, but now, the cost is trivial. I think the original 8-bit version of Pac Man was on a 16K ROM(?) Big difference in the amount of memory the programmer could work with, but this enabled Atari to sell the game for something like $40 (about $127 in today's money). That was the average selling price I remember for computer games.
Here are some time stamps to make comparing easier. 0:29 Start Of 1st Cartridge 0:47 Start Of Game 2:06 Start Of 2nd Cartridge 2:11 Start Of Game 3:25 Start Of 1st Cartridge Again
It would be great if you could interview him for an entire normal video, or a livestream. Please do ask him lots of technical questions. I'd love to know more about programming and artistic choices.
I am interested if this new version has the 1/2 time shows? After the 2nd maze is cleared there should be the 1st of a number of those 1/2 time breaks (Ok, because of having more than one it shouldn't be called a "half time show", but that was the term that was used when I first heard of them.)
@@8bitandmore cool I’ve got a new boxed The Print Shop ready to go for it. I wonder if there’s a way to hook the ImageWriter II up to the 130xe somehow.
I wonder how they did the eyes. I remember that player-missile graphics on the Atari were single-colour. I guess they're not hardware sprites any more, then. Or maybe they're combining sprites. On the Amiga we used to combine sprites to get extra colours and use the copperlist to reuse sprites on scanlines lower down the screen. Perhaps you could do the same on Atari using a display list interrupt.
I think they are using missiles behind the ghost to create the eyes
Its great to see these games being polished on the Atari. Perhaps also show modern demos on the Atari 800xl that push the machine to the limit. 👍
the pac man in the older version is an octagon. In the new version its round
8 Bit Pacman was always a good version even prior. But, its cool someone updated it.
IIRC this was actually based on the official Ms. Pac-Man for the 8-bit (so e.g. inherited the white ghost eyes from that). Still, it was stellar work!
Very cool thanks
Looks amazing - if only Atari released the docs for low level programming back in the day who knows what might have been! Loved the Atari - after that went straight to an Archimedes A3000!
Atari eventually did, 'round about 1982. The complaint has been that when the machines were first released in 1979, they only revealed the innards to commercial developers. Atari largely expected to write the software for their computers themselves, but changed their minds later.
What I've heard has allowed these games to be better is the modders are working with much larger ROM sizes. For example, what I remember is this arcade version of Pac Man was written for a 128K bank-selected cartridge. That would've been so expensive, the game wouldn't have sold at the volume Atari wanted, but now, the cost is trivial.
I think the original 8-bit version of Pac Man was on a 16K ROM(?) Big difference in the amount of memory the programmer could work with, but this enabled Atari to sell the game for something like $40 (about $127 in today's money). That was the average selling price I remember for computer games.
The maze is definitely narrower. It has at least 4 less pellets and the top power pellets are 1 pellet higher
Yeah it looks like it's a better match to the real arcade versions - which were/are in portrait too.
Here are some time stamps to make comparing easier.
0:29 Start Of 1st Cartridge
0:47 Start Of Game
2:06 Start Of 2nd Cartridge
2:11 Start Of Game
3:25 Start Of 1st Cartridge Again
Even the dot eating sounds get out of sync like the authentic version.
It would be great if you could interview him for an entire normal video, or a livestream.
Please do ask him lots of technical questions. I'd love to know more about programming and artistic choices.
Man, I thought it couldn't get any better than the 5200/8-bit port, but this looks amazing!
I am interested if this new version has the 1/2 time shows? After the 2nd maze is cleared there should be the 1st of a number of those 1/2 time breaks (Ok, because of having more than one it shouldn't be called a "half time show", but that was the term that was used when I first heard of them.)
I just repaired and restored a Mac Portable and an ImageWriter II dot matrix printer but having trouble finding non dried out ribbons.
There was a place online that was offering NEW supplies for these old printers. I will check to see if I can find the website
@@8bitandmore cool I’ve got a new boxed The Print Shop ready to go for it. I wonder if there’s a way to hook the ImageWriter II up to the 130xe somehow.
would be cool to see a technical breakdown. Maybe some way to disassemble and peek into the way its implemented
Hi Rick! Consider making your own Fujinet server with games, tools, programming examples, etc...
Great idea, let me see if I can make it happen
Fun thx!