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Thread: MMF2 Project Pac-Man.

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    MMF2 Project Pac-Man.

    Hi!

    I planned on doing the usual clone of Pac-man. The events are almost complete. But like all arcade conversions, there is always something that stops me.
    This time it was the case of the famous "Pacman grid behavior."
    pacgrid.gif

    Download example Here

    Already happened to many amateurs of introducing this issue. But there is nothing worse when the conversion arcade is very similar and is not an easy way to get the original behavior of sprites and enemies.
    I have tried using the "Grid MovementWiget" of Nivram.

    ...and I have tried using this tutorial:
    TGF Grid Pacman

    And I consulted this guide:
    Aarons Mame memory

    But nothing to do

    Is possible that I can not find a good example of the original Pacman MMF2 grid, which is also something so basic?
    What method did Namco programmers use back in 1980?
    This is a mystery!

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    and this explains in excruciating detail how to set up the ghost movement/collision:
    http://home.comcast.net/~jpittman2/p...andossier.html

    It's interesting to note that the image of the ghost is not actually accurate to the collision box of the ghost.

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    Thanks for the links friend! I have to traslate them and study...

    but I know that it is useless because I tried in every way

    This is another of my mess,
    Alternative pacman grid

    I tried with objects splints and alterable values ​​x and y but I can not create the original behavior of the pac man when it collides with the maze ... I know they used a grid type a quick backdrop...

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    ... however if you have curiosity for test it: run application press 5 then press 1 and then press "T" for deactive sprite collisions and press "D" for destroy all Dots for test frames sequence!

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    You might want to look into using an array.

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    Unfortunately arrays are prevented for me!
    Updating my pasty, maybe I'm approaching this purpose:
    Pac-man grid using line x and y object
    But it would be nice to find a methodology little heavy!
    It continues to be for me a mystery!

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    In later versions of MMF2 there is "Invaders movement" in default! Is there a similar thing for "Pac-Man movement"?

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    I suppose you don't necessarily need an array, you could also achieve the same effect by comparing pac-man & the ghost's positions to an equation, such as: Always - set pacman's Alterable Value A to pacman's X Position/8, set pacman's Alterable Value B to packman's Y position/8
    (this is assuming that you're using an 8x8 grid like the arcade)
    You can then use pacman's ValA & ValB to test the coordinates of the tile he's on.

    If you read "the pac-man dossier", it will give you all the info on the innerworkings of the game. That should be enough to accurately recreate the game.

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    Ok thanks. If you checked my conversion, I used one line X and one Y, trought alterable values forced Pac man follows the dots line (it was not easy find it also is a stupid method), this is ok!. I had to used little lines (| | _ _) as stops for respect path! But you can stop pacman in the middle of the wall, and this is not ok!

    Movement would be thismovement ok.png ... and not this movement bad.png.

    Honestly, I'm damned because it might finally be a nice conversion created by me with MMF (I think it was the desire of many fans when they were children), and then I can not manage the simple movement (the behavior of the ghosts could leave like that: they do not respect the maze when become eyes!)

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