tep392 Posted August 19, 2010 Share Posted August 19, 2010 I've taken the pokey sounds I added to 7800 Pac-man Collection and incorporated them into 5200 Ms. Pac-man. I originally barrowed from the 5200 sounds when I did the 7800, but people soon let me know about all the errors in sound effects compared to the arcade version. I spent a lot of time upgrading them to be more like the arcade and this is the result. Regards, Perry mspacnewsound.zip 2 Quote Link to comment Share on other sites More sharing options...
+DamonicFury Posted August 20, 2010 Share Posted August 20, 2010 I tried it out this morning... sounds great! Thanks for porting it over to the 5200! Quote Link to comment Share on other sites More sharing options...
NE146 Posted August 20, 2010 Share Posted August 20, 2010 I'm interested in trying this out when I get home! Any chance of also updating 5200 Pacman sounds with the proper "wocka wocka" dot-eating sounds? There's 8-bit versions of the exact same game with the proper sound actually.. but they all have something missing or odd. I can give you the atr files if you don't have them and want to see . Quote Link to comment Share on other sites More sharing options...
tep392 Posted August 20, 2010 Author Share Posted August 20, 2010 (edited) I'm interested in trying this out when I get home! Any chance of also updating 5200 Pacman sounds with the proper "wocka wocka" dot-eating sounds? There's 8-bit versions of the exact same game with the proper sound actually.. but they all have something missing or odd. I can give you the atr files if you don't have them and want to see . I remember looking at this when I started working on the 7800 code. The only difference between the 8-bit and 5200 chomp sound is the value store in the AUDCx register. Should be able to fix the 5200 version by changing a single byte in the code. I don't have time to look at it now, but should be able to post something in the next couple days. edit: Try this one. PacMan_fixed_munch.bin Edited August 11, 2017 by tep392 2 Quote Link to comment Share on other sites More sharing options...
jwierer Posted August 21, 2010 Share Posted August 21, 2010 I've taken the pokey sounds I added to 7800 Pac-man Collection and incorporated them into 5200 Ms. Pac-man. I originally barrowed from the 5200 sounds when I did the 7800, but people soon let me know about all the errors in sound effects compared to the arcade version. I spent a lot of time upgrading them to be more like the arcade and this is the result. Regards, Perry Nice. How about fixing the horrible colors in Ms. Pacman? -Jeff Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted March 13, 2011 Share Posted March 13, 2011 I've taken the pokey sounds I added to 7800 Pac-man Collection and incorporated them into 5200 Ms. Pac-man. It's not working on my 5200 for some reason. It boots, but I can't control Ms. Pac-Man and when I move the joystick, I get a couple tiles of garbled graphics here and there. Any idea what's wrong? BTW, I'm using the 128-in-1 Multi-Cart. Quote Link to comment Share on other sites More sharing options...
tep392 Posted March 18, 2011 Author Share Posted March 18, 2011 I've taken the pokey sounds I added to 7800 Pac-man Collection and incorporated them into 5200 Ms. Pac-man. It's not working on my 5200 for some reason. It boots, but I can't control Ms. Pac-Man and when I move the joystick, I get a couple tiles of garbled graphics here and there. Any idea what's wrong? BTW, I'm using the 128-in-1 Multi-Cart. I don't have a 5200 so have only tested on the Atari800win emulator. Maybe someone else who has tried it can let us know if it worked in hardware. In the mean time I'll take a look at the code to see what might be happening. Perry Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted March 21, 2011 Share Posted March 21, 2011 If it helps track the problem, I tried the standard Ms. Pac-Man ROM and it does the same thing. I hadn't noticed it before because I'd only played the original cart instead of the Multi-Cart. There may be a problem with the ROM you used to add the sound hacks. Quote Link to comment Share on other sites More sharing options...
+DamonicFury Posted March 21, 2011 Share Posted March 21, 2011 I can play the game just fine with the USB AtariMax cart, and a 4-port 5200. Quote Link to comment Share on other sites More sharing options...
tep392 Posted March 21, 2011 Author Share Posted March 21, 2011 (edited) If it helps track the problem, I tried the standard Ms. Pac-Man ROM and it does the same thing. I hadn't noticed it before because I'd only played the original cart instead of the Multi-Cart. There may be a problem with the ROM you used to add the sound hacks. I used the ROM from the Atariage archive. If this is the one you say has the same problem then it could be a problem with the ROM dump. Could also be a problem with your multicart. I'll start by checking the AA dump against some of the others available on the net. Edited March 21, 2011 by tep392 Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted March 27, 2011 Share Posted March 27, 2011 I just tried the ROM from the AA archive and I get the same result. The stock ROM I tried before was 16k, this one was 32k. So far, all 3 ROMs I've tried don't work right on the 5200 with the Multi-Cart. I hope it's a bad dump floating around and not some incompatibility with the Multi-Cart, (though I don't know why it would be the latter). Quote Link to comment Share on other sites More sharing options...
tep392 Posted April 11, 2011 Author Share Posted April 11, 2011 I just tried the ROM from the AA archive and I get the same result. The stock ROM I tried before was 16k, this one was 32k. So far, all 3 ROMs I've tried don't work right on the 5200 with the Multi-Cart. I hope it's a bad dump floating around and not some incompatibility with the Multi-Cart, (though I don't know why it would be the latter). I've compared the 16k Atarimania dump and 32k AA versions and they are identical. The 1st 8k of the 16k image gets repeated twice in the 32k version. Then 2nd 8k is repeated twice. It's because the 16k cart is a "two chip" type and this is how it gets mapped into the 32k rom space on the 5200. The 32k version on AA is just a dump of the full 32k rom space. The 16k "two chip" cart is mapped as follows. $4000 8k chip1 $6000 8k chip1 $8000 8k chip2 $a000 8k chip2 Is this the 128 in 1 Atarimax cart? You should contact Steve at Atarimax to see if he can help figure this out. Quote Link to comment Share on other sites More sharing options...
tep392 Posted March 25, 2017 Author Share Posted March 25, 2017 Want to do a game completely on the 800xl. Graphics design, program, assemble, debug. I'm starting off with something that I already have a head start on with the sound. I'm trying to make the board with the correct aspect ratio and off course goal for game play is to match the arcade. Did these with font editor Envision. They only exist on floppy disk right now since I have no device for backing up to PC. I guess I like living dangerously. 4 Quote Link to comment Share on other sites More sharing options...
tep392 Posted April 4, 2017 Author Share Posted April 4, 2017 The walls are a little fat with my first attempt. I made a second design that has the right proportions, but the tradeoff is the dot's aren't centered in the vertical passages. 1 Quote Link to comment Share on other sites More sharing options...
+darryl1970 Posted April 5, 2017 Share Posted April 5, 2017 I remember looking at this when I started working on the 7800 code. The only difference between the 8-bit and 5200 chomp sound is the value store in the AUDCx register. Should be able to fix the 5200 version by changing a single byte in the code. I don't have time to look at it now, but should be able to post something in the next couple days. edit: Try this one. This changed the sound, but it is pure noise instead of the distorted sound. Sounds more like a steam locomotive. Quote Link to comment Share on other sites More sharing options...
tep392 Posted April 5, 2017 Author Share Posted April 5, 2017 Try this one. I changed the frequency's to match Pac-man Arcade. PacMan_fixed_munch_Ver2.bin 2 Quote Link to comment Share on other sites More sharing options...
PhoenixMoonPatrol Posted April 5, 2017 Share Posted April 5, 2017 Sounds allot more authentic. Thanks for working on the sound. Try this one. I changed the frequency's to match Pac-man Arcade. PacMan_fixed_munch_Ver2.bin Quote Link to comment Share on other sites More sharing options...
tep392 Posted April 5, 2017 Author Share Posted April 5, 2017 Sounds allot more authentic. Thanks for working on the sound. No problem. It only took 7 years. 2 Quote Link to comment Share on other sites More sharing options...
PhoenixMoonPatrol Posted April 5, 2017 Share Posted April 5, 2017 (edited) Constant improvements always makes the classics better. Its appreciated. No problem. It only took 7 years. Edited April 5, 2017 by PhoenixMoonPatrol Quote Link to comment Share on other sites More sharing options...
+darryl1970 Posted April 6, 2017 Share Posted April 6, 2017 Try this one. I changed the frequency's to match Pac-man Arcade. PacMan_fixed_munch_Ver2.bin Better! 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted April 10, 2017 Share Posted April 10, 2017 The walls are a little fat with my first attempt. I made a second design that has the right proportions, but the tradeoff is the dot's aren't centered in the vertical passages. screenlayout.jpg So don't thin them out horizontally. It looks like they're thicker vertically anyway. Quote Link to comment Share on other sites More sharing options...
tep392 Posted April 10, 2017 Author Share Posted April 10, 2017 So don't thin them out horizontally. It looks like they're thicker vertically anyway. I was shooting for it to be just a bit thinner horizontally compared to vertically because on PAL machines it will be wider horizontally. I'll try it out and see how it looks. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted April 11, 2017 Share Posted April 11, 2017 (edited) I was shooting for it to be just a bit thinner horizontally compared to vertically because on PAL machines it will be wider horizontally. I'll try it out and see how it looks. I guess it amounts to the same thing, but PAL pixels are in fact thinner vertically. Actually, I'm curious why you would cater to PAL over NTSC -- given that you're in the U.S.? Edited April 11, 2017 by MrFish Quote Link to comment Share on other sites More sharing options...
tep392 Posted April 11, 2017 Author Share Posted April 11, 2017 I guess it amounts to the same thing, but PAL pixels are in fact thinner vertically. Actually, I'm curious why you would cater to PAL over NTSC -- given that you're in the U.S.? Thinner vertically then, but the result is the same, pixel ratio is about 2:1 vs. 1.6:1 for NTSC. I'm shooting for a balance because I have sold plenty of Pac-man Arcade carts to PAL countries. Pac-man arcade supported both video standards and i plan to do the same for this one. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted April 11, 2017 Share Posted April 11, 2017 Thinner vertically then, but the result is the same, pixel ratio is about 2:1 vs. 1.6:1 for NTSC. I'm shooting for a balance because I have sold plenty of Pac-man Arcade carts to PAL countries. Pac-man arcade supported both video standards and i plan to do the same for this one. I pretty much design graphics exclusively in 2:1, because it's just easier to deal with. So PAL almost always gets favored by default. But when it comes to borderline cases, I favor NTSC. In the end, I think things always balance out. As far as supporting PAL color standards, I always do. Quote Link to comment Share on other sites More sharing options...
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