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Jeff's Blog

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Jr. Miss Pac-man?

I was playing with my Pac-man Construction Set looking for bugs and got a little bit carried away. After spending another hour with Tile-Molester I came up with this Maze and graphic hack for Jr. Pac-man. The central parts of the mazes and colors should be familiar from Ms. Pac-man, Pac-man and Puck-man. The outer mazes are still parts of Jr-Pacman. The graphics are miniature versions of Ms. Pac-man.   Here is a screen shot Here is the binary. JRMSPAC_78.bin -Jeff

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Failsafe Editor for Atari 7800

It's been a couple of months since I've posted to my blog. Part of the reason is I've been traveling a lot for work, but the bigger reason is the project I've been working on hasn't been public. I like to be trustworthy so I haven't said anything, but appears the cat's out of the bag on Pacman Plus's newest project for the Atari 7800 so I'm assuming I am free to discuss my contribution For those that haven't heard about Countermeasure 2 Failsafe for the Atari 7800 you can read about it here.

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Pacman Construction Set - Snow Day Hack

I was playing with Pac Pollux and got to thinking about how the ghosts were all the same colors. Sure enough this was a hack of Bob's original Pacman hack so a quick comparison of the two in Hack-o-matic 3 exposed all the locations for the ghost colors. After that I started looking for other colors by searching for LDA, <immediate> where immediate is the color I want to find. In HOM 3 this is just a hex search for A9, and the two bit hex code. A couple hours later I had most of the color l

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7800 Pac-man Construction Set- Viewing Graphics

I don’t know much about 7800 graphics so I started reverse engineering them in Hack-o-Matic III and Tile 'M   So far this is what I’ve discovered. Jr. Pac-man has a couple banks of sprites starting at 0x0 and 0x6000 both of length 0xF00. Each sprite is read left to right and rows are separated by 0x100 (256) bytes. Each Pixel is 2 bits so the first 2 bytes represents the first row. The 2 bit value determines which color in the palette is used. (00 = color0, 01 = color 1, 10 = color 2, 11

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7800 Pac-man Construction Set - Improved UI

I wasn't quite happy with how I was handling colors in the last build using drop down menus. I also didn't like being limited to a subset of colors. I'm much happier with the color palette and being able to visually see the changes as it looks a lot closer to actual game play.   What's new You can edit energy dots, dot color, and outer maze color in 7800 Pac-man! I've changed the font for dots and energy dots to look more like the actual game. Colors are now implemented for th

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7800 Jr. Pac-man Construction Set Build 1– 2009

Ever since I saw Pacman Plus’s original 5200 hack of Pac-man I wanted to create a graphic editor for manipulating Pac-man mazes. I’ve looked at the mazes using HOM3 and other text editors, but the exact format always confused me. Creating a graphical tool is pretty easy, but decoding the maze is another thing! Unlike Beef Drop (aka Burger Time), the mazes are not as straight forward.   Last week Bob shared with me some partial source to Jr. Pac-man. It was just enough for me to finally fig

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Ms. Pacman - Fruit Locations

After playing upside down Ms. Pacman (see this blog post) i was a little disappointed with where the fruits would appear because they were still set to the original tunnel locations. If that locations happened to be a maze it would warp though it - awkward, but ok. If it had some empty space followed by a maze part the fruit would appear, bounce into the wall and then disappear off into space and you'd never get to eat - not the desired result. Based on some additional technical knowledge I

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7800 Jr. Pac-man Construction Set Build 2

Now that the Memorial Day holiday is over I took a fresh look at this again. To understand this blog post you need some basic grasp of how mazes, dots, and energy dots are stored.   Mazes To begin, the 8 mazes are stored as a series of 8 bit codes. Decoded into binary, from lowest to highest bit they are read horizontally. Since the maze is symmetric only half of the maze is stored in the binary. In the editor you will see both sides for ease of development, but placing dots is mirrored

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7800 Pac-man Construction Set (PCS)

I am done working on a Jr. Pac-man Construction Set and have moved onto a Pac-man Construction Set. So far this is working with Jr. Pac-man, Pac-man Collection, Ms. Pac-man, and Bob’s recent Ms. Pac-man Arcade hack.   On top of supporting additional games and fixing some bugs, the controls are a bit different. You can still select and enter dots, mazes, or energy dots, but now there is a Maze and Dot mode where you can draw freely with the let mouse button and erase with the right mouse butt

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Small update for VisualbB

I can't believe it's been over a year since I last touched visualbB. I haven't abandoned the project, was just waiting for batari to release the final DPC+ kernel before making any futher changes. Since Oct 2011 I've only made a couple of tweaks.   1. Support for the titlescreen kernel 1.1 There was a bug reported here when using the wizard with the 1.1 kernel and the DPC+ kernel. In the original titlescreen 1.0 you needed to declare a constant scorepointers = player1x. The code generator

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7800 Pac-man Construction Set - Jr. Pac Title

Editing Jr. Pac-man is a little different. First of all, there are no shared portions (thank you Bob), and it is nearly contiguous memory locations. The best way to describe it is reading in a row of 17 bytes in reverse order and drawing it on screen. There are three "sections" if you will that you read in so it does make it a little tricky to decode to an editor since you want to see it all in correct order. Anyway it was really hot yesterday so I played with this until the fireworks came a

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Ms. Pac-man - Flip It!

I was wondering what the game play of Ms. Pac-man would be if the mazes were flipped. So I started recreating the mazes, but that seemed ridiculous tedious so I added a new feature to my Pac-man editor that would allow you to flip items vertically and horizontally. With that I was able to flip each of the mazes, all the graphics and the title screen.   Came across a couple issues when creating this. Ghost Pen: The Ghost pen isn't really located in the center of the maze and it can't be mo

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More changes to support bB 1.1b Beta

I've updated visualbB to support the latest WIP version ofthe bB 1.1b compiler. Actually I did this a month ago, but have been a bit busy to take the time to post it. You can read more about bB1.1 from batari'sblog.   Here are some of the changes in visualbB Build 562: Updated the Titlescreen editor so that you can insert kernels. This will make it easier to modify where before you had to delete and start over if you wanted to change the order. Fixed a problem with long names and spaces

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Checking code syntax with bblint

bBlint is a useful tool written by RevEng which will do basic code checking such as: unindented commands, indented "end", unmatched for and next counts, and incorrect "end" counts. Now VisualbB can be integrated with bblint. Simply download bblint from here and unzip to the same folder as visualbb.exe. When detected, the following menu will be enabled.     Additionally, when compiling bblint will be run and report back any errors discovered before launching the compiler providing an ea

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Changes to visualbB to support bB 1.1d

It looks like a number of folks have updated to bB 1.1d (grab this updated .exe as well). The previous WIP builds won't work as well so here is another WIP that you can play with. I recommend upgrading to 1.1d if you want to use this because I am not sure if some of the tools are compatible with the earlier bB 1.1 builds, primarly the DPC+ kernel which changes a bit with each release.   What's New? When printing code, page numbers are added to the bottom of each page - somebody requested t

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Creating a multi-colored title screen in bB

This is the last in a series of blog posts on creating different title screens using the title screeen kernel in bB. As with the previous tutorials, you'll need to be using a test version of visualbB. As with the previous two examples you can use the 48x1 mini kernel to create the effect of a multi-colored titlescreen. This is actually achieved through the flickering of colors. In this case, using a red and a light blue when blended appears white(ish). You can play with the colors in step 2

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Creating an Animated Title Screen in in bB

If you're reading this, then you've already downloaded this test version of visualbB, if not you're not going to get this to work! One of the nice features of the title screen kernel is you can use the 48x1 mini kernels to create an animated component of your titlescreen. This example uses the ex3-animation images included with the titlescreen kernel. 1.Launch the Titlescreen editor 2.Add 5 new kernels with the following settings a.Kernel = draw_48x1_2 i. Image = gear logo.png ii. Set the b

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jwierer

Creating a Scrolling Hi-res Title Screen in bB

If you have not already you should download the latest test version of visualbB and walk through creating a basic titlescreen first. Now that you have the basics down, this will help you create a title screen that includes a scrolling element. This example uses the ex2-scroller images included with the titlescreen kernel download package.   1. Launch the Titlescreen wizard 2. Change the score font to RETROPUTER 3. Add 6 new kernels with the following settings a. Kernel = Draw_96x2_1

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Using the Title Screen Kernel Wizard

The Titlescreen Kernel is a custom assembly module that allows you to display a high quality titlescreen in your batari Basic game, without having to write any assembly code yourself. This will walk you through creating the most basic titlescreen. If you want to learn more about how this works, or creating a titlescreen by hand, please read the documentation included with the titlescreen Kernel download.   The following steps will walk you through building a basic titlescreen using the inclu

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Bookmarking code

As your code grows it can difficult to easily navigate it. Bookmarks provide a convenient way to mark sections of code so you can quickly jump to that location. Here is a quick guide to using bookmarks:   Highlight a section of code. Right Click, Select – Add Bookmark. Bookmarks will be added to the new bookmark section within the Project Explorer Alternatively, you can manually enter a search term and use the add to place it into the bookmark list. Bookmarks are saved so when you reo

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VisualbB Changes to support bB 1.1 Beta

Batari has started to release early versions of the bB1.1 compiler that includes support for the new DPC+ kernel. While this is likely to go through a number of language iterations, I started to add initial support for folks that want to start creating new sprites. You can read more about 1.1 from batari's blog.   Here are some of the changes in visualbB:   The most important change is that player data is stored right-side-up in the DPC+ kernel, so the sprite editor was modified. When y

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Creating a Custom Title Screen for Failsafe 7800

In the fall of 2009 I took some time off from programming and hence my blog as I was traveling heavily for work. When I got back I started to work on VisualbB again by adding some new music and sound editing. I wanted to post my Failsafe editor for some time, but had to wait until the Bob was done tweaking it as the editor would break when various changes were made. Now that Failsafe is available for purchase, I figured it was safe to publish the editor.   Since I created this primarily as

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jwierer

Beef Drop Construction Set (BDCS)- 2006

I actually own a full size Burger Time so I was really excited when Ken Siders started posting Beef Drop(actually Burger Time) roms to the 5200 forum. I had played it for almost a year before I noticed that there were a couple errors in level 3 in the 5200 version. So I started looking at BD using a hex editor to make the changes and also discovered hidden levels available in the AtariAge cartridge release.   Ken created mazes that were incredibly easy to view in a text editor, but it was a

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7800 Jr. Pac-man Construction Set Build 4

Ok made some more progress on this project today. First I added some of the basics such as the ability to cut, copy, paste and delete. Build 3 was mainly fixes I found while playing with Build 2.   You can place items on the board by selecting one or more cells and pressing one of the following keys on the keyboard • SPACE - places a maze part • D - places a Dot • E - places and Energy Dot • Delete - clears a dot   If you hold down the left mouse button while pressing any button it wil

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Hack-o-matic III (HOM3)

About once a year I get some external motivation to code. In 2007 I started looking at some of the bit hacking tools bit-hacker, hack-o-matic & HOM ][. They were better than using a hex editor for hacking up 2600 graphics, but lacked some of the flexibility I was used too in other applications. For me bit hacking needed to be a lot more like Microsoft Excel. I actually started by creating an add-on for Excel, but eventually I figured not everybody would have Excel and I wanted to really

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