Jump to content

Dav

Members
  • Content Count

    353
  • Joined

  • Last visited

Posts 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

    post-1541-1083642231_thumb.png


  4. Not too much left to complete in this game' date=' except a routine to keep monsters from travelling up the small passages above the center box.

     

    Because collisions are only checked once every 4 frames, there is a slight chance of passing right through a monster. This should only happen occasionally during head-on collisions.

    [/quote']

     

    Very nice. On the arcade if you charge a monster there's aproximately a 1 in 8 chance of going through it so that is correct. It's due to the way positions are stored though, not for lack of checking.

     

    The no traveling up applies to the lower area where pac starts out too. That's part of what creates the "safe" spot.

     

    Dave


  5. 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


  6. But passing it off as an original! :o  now thats what I call a rip off!

     

    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.


  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. Anti-Aircraft  

    Breakout  

    Circus (MAME samples came from this machine)

    Kung-Fu Master (soon to be Defender again, anyone want to buy the kit?)

    Monaco GP cockpit

    Paddle Battle PCB (1973 Pong clone)

    LeMans PCB

    Space Invaders

    Steeplechase  

    Super Bug PCB

    Tank

    Tempest

    Chicago Coin Motorcycle (electromechanical racing game)

     

    http://www.orubin.com/

     

    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.


  9. Awesome, list and I love Crossbow! I was looking for one of those for a bit, then kinda gave up.

     

    Daniel

     

    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.


  10. 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


  11. How is this loading the games?  It's not a Mame-modified machine, is it?  I mean it loads actual PCB's right?

     

    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.


  12. I have a Space Duel upright, killer condition cosmetically minus a few scratches here and there. Nice monitor, PCB, works great and everything all nice. What I'm debating is.. I want to build a JAMMA cabinet so I can play JAMMA and Neo Geo games. I've heard you can actually make more money, selling the parts. If that's true.. should I use this cab to make my Jamma? Or sell it complete? Also.. any one interested in it? I'll be taking some pictures as soon as I have the coin doors painted and such.

     

    thanks for the help!

     

    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.


  13. 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


  14. 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


  15. I acquired about 10 boards that I think go to at least 2 boardsets for this game in a recent warehouse cleaning at a local amusement company.  Unfortunately I have yet to find someone that has a full manual that they will scan so I can see if I have a whole set.  I'm missing the card cage also but I think I can get around that problem.  I just don't want to risk frying my boards to test them without more information.  If anyone has a lead on a manual scan or original, I'll gradly see if I have a complete boardset and see about getting it dumped.  Possibly then it can be emulated in MAME.

    AlanD

     

    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


  16. 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"

×
×
  • Create New...