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Re: Paku Paku -- 1.5 released 21 Mar 2011
Posted: Sat Apr 09, 2011 7:39 pm
by deathshadow60
Should be ok, tested fine on the 1k... I'm assuming the problem was on the jr?
Is it possible to get a screencap of the issue? Double check that the copy you have isn't corrupted and you overwrote all the files.
Re: Paku Paku -- 1.5 released 21 Mar 2011
Posted: Sun Apr 10, 2011 7:53 pm
by Trixter
I just played on 5160 with CGA, joystick, adlib and it looked fine to me.
Re: Paku Paku -- 1.5 released 21 Mar 2011
Posted: Mon Apr 11, 2011 8:58 pm
by Vorticon
Yup. It turned out that my files were corrupted again... In any case, it runs just fine now. Really amazing conversion. As a matter of fact, the non-Jr version runs better than the Jr specific one, where in the latter the colors seem a bit oversaturated and the power pellets sometimes become flashing dashes.
One little bug: the high scores are not being saved, which is a pity given that I hit 139000 on my first try

Re: Paku Paku -- 1.5 released 21 Mar 2011
Posted: Thu May 12, 2011 12:25 am
by jmetal88
I noticed something interesting - the game is in black and white when I hook up to a TV via composite out. That's only the standard version, the T1000/Jr version is in color.
Re: Paku Paku -- 1.5 released 21 Mar 2011
Posted: Wed Nov 09, 2011 12:15 am
by deathshadow60
Version 1.6 is now out, and I've made room on my programming page to give it an official home.
http://www.deathshadow.com/pakuPaku
fun stuff... so in revamping the code, fine tuning EGA and VGA support, and adding MT-32/General Midi, what did I break on the Jr?
Re: Paku Paku -- 1.6 released 9 November 2011
Posted: Sat Nov 12, 2011 12:38 am
by Vorticon
Looks great and plays great. The high score bug seems to be fixed. However, I did notice that the joystick calibration is a little off, but it is quite possible that my joystick is acting up. Fun game.
Re: Paku Paku -- 1.6 released 9 November 2011
Posted: Tue Nov 15, 2011 5:19 am
by deathshadow60
Vorticon wrote:Looks great and plays great. The high score bug seems to be fixed. However, I did notice that the joystick calibration is a little off, but it is quite possible that my joystick is acting up. Fun game.
Actually, and this is a laugh, it appears I'm not waiting long enough between joystick reads for the interface to 'normalize'... looking into that now. I might have to go back to the old joystick routines because of this -- or investigate other ways of handling it.
Re: Paku Paku -- 1.6 released 9 November 2011
Posted: Fri Apr 05, 2013 11:39 am
by Vorticon
I replayed that game recently, and yup, the joysticks definitely are not behaving as they should. Are there plans still to fix this little issue? I can play it fine with the keyboard, but it's more arduous...
Re: Paku Paku -- 1.6 released 9 November 2011
Posted: Fri Apr 05, 2013 12:30 pm
by Trixter
I noticed that last week -- the fix is really easy, just wrap the joystick timing loops with CLI/STI. Works like a charm.
He used to have this in 1.5 but took it out for some reason in 1.6. Not sure why, since interrupts will definitely occur when you're trying to read a value from a joystick. So the old code here:
Code: Select all
function joyStick1Axis:longint; assembler;
asm
xor ax,ax
xor bx,bx
mov cx,$7FFF
xor di,di
mov dx,stickPort
out dx,al
@loop:
shr al,1
adc bx,0
add di,ax
in al,dx
and al,$03
loopnz @loop
mov ax,bx
mov dx,di
end;
...should be changed to this:
Code: Select all
function joyStick1Axis:longint; assembler;
asm
xor ax,ax
xor bx,bx
mov cx,$7FFF
xor di,di
mov dx,stickPort
cli
out dx,al
@loop:
shr al,1
adc bx,0
add di,ax
in al,dx
and al,$03
loopnz @loop
sti
mov ax,bx
mov dx,di
end;
Re: Paku Paku -- 1.6 released 9 November 2011
Posted: Fri Apr 05, 2013 6:05 pm
by Vorticon
Would you mind patching the executable and posting it here? Or if you could give me detailed instructions on how to do it, then I can take a stab at it. I assume one would have to use DEBUG on the Jr...