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Dav

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Everything posted by Dav

  1. These are the difficulty settings for pac and pacplus. Column 4 of the main table is an index into the second table that iirc is frame counts. Pacplus difficulty table is similar and indexes the same table. There is an extra column for the blue time for the bonus. general difficulty settings for pacman 00 01 02 03 04 05 796 defb 03 01 01 00 02 00;level 0 defb 04 01 02 01 03 00;1______ defb 04 01 03 02 04 01;2 defb 04 02 03 02 05 01 defb 05 00 03 02 06 02;4______ defb 05 01 03 03 03 02 defb 05 02 03 03 06 02 ;6 defb 05 02 03 03 06 02 defb 05 00 03 04 07 02 ;8______ defb 05 01 03 04 03 02 defb 05 02 03 04 06 02;a defb 05 02 03 05 07 02 defb 05 00 03 05 07 02;c______ defb 05 02 03 05 05 02 defb 05 01 03 06 07 02 ;e defb 05 02 03 06 07 02 defb 05 02 03 06 08 02;10_____ defb 05 02 03 06 07 02 defb 05 02 03 07 08 02;12 defb 05 02 03 07 08 02 defb 06 02 03 07 08 02;14 --------power pellet times------------ 0861 c0 03 0 0863 48 03 1 0865 d0 02 2 0867 58 02 3 0869 e0 01 4 086b 68 01 5 086d f0 00 6 086f 78 00 7 0871 01 00 8 ------------------------------ =================================== pacman plus settings 00 01 02 03 04 05 06 0 05 01 02 01 04 00 02 level 0 1 05 01 03 02 05 00 02 2 05 01 03 03 06 01 03 3 05 02 03 03 06 01 04 4 05 00 03 04 06 02 05 5 05 01 03 04 04 02 03 6 05 02 03 05 06 02 05 7 05 02 03 05 07 02 05 8 05 00 03 05 07 02 06 9 05 01 03 06 06 02 04 a 05 02 03 06 07 02 06 b 05 02 03 06 08 02 06 c 05 00 03 06 08 02 06 d 05 02 03 05 06 02 04 e 05 01 03 06 08 02 06 f 06 02 03 06 07 02 06 10 06 02 03 07 08 02 06 11 06 02 03 07 06 02 06 12 06 02 03 07 08 02 07 13 06 02 03 07 08 02 07 14 06 02 03 07 08 02 08
  2. I haven't really noticed much difference in the bug in puc/pac vs ms pac. But I would think the speed could affect the odds some. BTW the pucman in mame is actually a bootleg, they don't have the correct roms for pucman. You are right the safespot isn't very safe and the reduced movement areas are only part of the reason for the safe spot. Here is the difference in the pacman harder roms, it's not much. Comparing files pacman.6e and PACMANH.6E 00000843: 14 0F ;unused data; 00000844: 1E 14 00000845: 46 37 00000846: 00 04 ;level 1 ;for when ghosts start out of box 00000847: 1E 18 00000848: 3C 34 00000849: 00 02 ;level 2 0000084A: 00 06 0000084B: 32 28 0000084D: 00 04 ;level 3 0000084E: 00 08 00000FFF: 36 54 ;checksum Comparing files pacman.6h and PACMANH.6H 00000795: 29 00 ;pink ghost ai, cuts leadtime targeting in half. 0000081F: 40 24 ;orange ai, cuts distance to pac for stupid behavior 00000FFF: 4C 91 ;checksum Comparing files pacman.6j and PACMANH.6J 000007F8: 30 31 copywrite 1980 1981 00000D28: 30 31 00000D43: 30 31 ;the checksum is unused on midway's 6j I also have the pacplus power pellet timing table if you want it, but I've posted enough useless trivia for one day.
  3. The collision detection bug is the same in all the pacs. The problem is the locations for collision detection are stored as tile positions not pixel locations. So if you step off of one tile in the same frame as a ghost comes onto the tile you just left you are never on the same tile. Some sample code below. ------------------------------------------ red ghost collision 1753 3aac4d ld a,(#4dac);red ghost mode;1=eyes 2=in box 0= out 1756 a7 and a 1757 2009 jr nz,#1762 ;skip if not dangerous 1759 2a314d ld hl,(#4d31);red ghost tile position 175c a7 and a 175d ed52 sbc hl,de ;de=pacman tile position 175f ca6317 jp z,#1763 1762 05 dec b ;dec ghost counter ------------------------------------------ collision routine----------------------- 1763 78 ld a,b ; b= 0 none, or ghost number 1-4 1764 32a44d ld (#4da4),a; store number of ghost. 1767 32a54d ld (#4da5),a 176a a7 and a 176b c8 ret z ; no colision, return If you change byte $68 of prom 4a to 01 from 00 you will see all the limited movement areas as red. That code is completely different from pac to ms pac. Pac uses spare color pallets to flag the areas, ms pac uses the extra high bits in the color to store this and the slowdown areas. Dave
  4. It only uses the lowest 2 bits for direction, so I suppose you could chop it by 1/4 right off the top. It resets every level so you could probably cut that down. Or you could trap the significant attract mode reads. During the game no one will know the difference unless they run their pattern with a tolerance to match the frame rate. But as long as you have the space... Thanks, Nukey I need to write that down. Dave
  5. Yes, the other thing that bothers me is they're aimed primarily at operators. The last auction I went to had 1 real galaga/mspac and 4 of these games with boards running mspac/galaga/donkey kong. So they are competing directly with Namco. It's just a matter of time before Namco comes down hard on these guys. Hopefully it won't drag down emulation in general.
  6. With a pizza arcade the investment suddenly gets much larger as do the hassles. And I'm then required to be there a lot for it to be open. I wouldn't mind being there for 2 hours a day after school though.
  7. ---------------random number generator------------------------ 4dc9,4dca is the seed number out 4dc9 is new seed, a=rnd(0-ff) 2a23 2ac94d ld hl,(#4dc9) ;load seed number 2a26 54 ld d,h 2a27 5d ld e,l 2a28 29 add hl,hl 2a29 29 add hl,hl 2a2a 19 add hl,de 2a2b 23 inc hl ;hl=5 x seed +1 2a2c 7c ld a,h 2a2d e61f and #1f ;drop bits larger than $1fff 2a2f 67 ld h,a 2a30 7e ld a,(hl) ;read byte from 0 to $1fff 2a31 22c94d ld (#4dc9),hl ;store new seed number 2a34 c9 ret The Roms are the lookup table. Many changes and the attract mode is different. The ghosts aren't random all the time just some of the time. Dave I can never remember how to keep the columns straight
  8. Very nice. Just curious, how are you handling the random number generation for pacman? Will you be able to duplicate the arcade version? I'm guessing you probably don't have an extra 8k to build a table. You could do it in a lot less if you rewrote the routine, though. But still, it would take a lot of space relatively.
  9. I thought about it. I live in a small town and the rent on one of the buildings downtown is fairly cheap. Definately less than storage units equal to that size. Of course there's still the electricity, and who knows what kind of hoops the city would make me jump through. The liability insurance would probably kill the deal.
  10. Hi Brian, didn't you have your own website at one time(other than www.orubin.com), with quite a bit of content? Is it gone or am I missing it or am I mis-remembering? Dave Here's some old pics of my stuff. http://members.tripod.com/d_widel/pics/index.htm you can almost see an inch of the death race side art in the very back of shed 2. BTW I had to give $25 for that death race.
  11. Yes, I can't wait to start playing it. I'm planning on converting it to play 8 different exidy games. I have the roms already patched so that they'll all play on a combat board, I just have to actually build it. I've been putting it off because there's a ton of roms to install.
  12. Currently working and in the house Term 2 stun runner turbo cockpit zaxxon cab w/ jamma harness ms pac midway's sea rescue High Speed pinball Pacman omega race mame cab 27" cocktail mame cab eggs in a mr do cab. waiting to get moved in: Drakton 2 japanese sit down jamma cabs formula k crossbow In the garage waiting for repair Death Race vanguard pacman breakout cosmic guerilla cocktail sea raiders waiting for mame race drivin super tank asteroids dlx cocktail astrofighter cocktail
  13. It's emulation. I wouldn't mind them so much if they'd just tell people it's not the real thing. It's a single board computer, possibly a bootleg playstation type board, running mame or something similar. It comes with a jamma adaptor, or possibly the adaptor is built in now on the newer models. They run around $300. The early models had really poor emulation, I hear they're a little better now. Regardless, I'd stay far away.
  14. This multi is better than the 2bit, and it's cheaper as well. http://home.everestkc.net/mdoyle/multipac.htm
  15. I have a pacman with the 500+ multigame and hi score kit in it for $600, near KC.
  16. I'd sell it and buy a neo, be a lot less work than jammatizing. Space Duels are usually worth about what the monitor is worth, so it's up to you if you want to part it or not.
  17. The rights aren't owned by capcom. The owner requested it's removal.
  18. I have an upright in Kansas City for $150. Dave
  19. Once you find out what amp it is you should be able to order one from Jameco, Mouser or even your local Radio Shack. There are some amps that were used on arcade games that are no longer made but there are instructions for modifying your board to use a newer style. It's just a matter of swapping pins to where they are supposed to be. Dave
  20. The heat sink will have 2 bolt holes, but the amp should have more holes if it's missing. They're often a single row of pins. Maybe 8 pins? Does it look like a chip has been broken off? If it is mising you might be able to figure out what it is by following the traces. If you can follow the speaker wires to the edge of the board and then follow them across the board to the holes. You could figure out the output pins, you should be able to trace 12v and ground to the holes as well. Then you could look at the common amps and maybe figure out one that would work with the pinouts you need. You might ask on Rec.games.video.arcade.collecting as well. Somebody there could probably tell you. I don't have that board myself. Dave
  21. It looks like the heatsink for a sound amp. I have no idea what the amp would would be. Are you missing the amp or just the heat sink that bolts to it? Dave
  22. Not a console, but pacman hardware. Dave www.widel.com
  23. It looks like you need 6 boards. cpu screen ram super game memory game i/o 640k eprom pattern mover plus the seperate audio amp but you can get that anywhere It doesn't look to fun to dump, 40 eproms on just that 1 board! I wouldn't be suprised if someone stole some/all of them for another game. Dave
  24. quote: Originally posted by Nukey Shay: The faster one should be included as an option, then...but it's not. New Puck One is not just a graphic hack, as Ken described the game... "When you get caught, the monsters appear to chew the frog." The maze layout is the same as New Puck X in Mame...but in that game, the characters are unchanged (same goes for getting caught). The chewing thing is just a graphics hack and not as interesting as it sounds. After pacman is eaten by the ghosts the ghosts sit on top of him for a second. They changed it so the ghosts have teeth and the teeth are moving. There are a lot of good pac bootlegs that aren't in mame. Check out this one http://www.klov.com/N/NewPuc2.html A slot machine between levels and the ghosts are named "Smokey the Bandito","kermit is froggy","Charlie the tuna", "tony the tiger"
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