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PacManPlus

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Everything posted by PacManPlus

  1. Hi guys - I have a new update: These are the things I have left: Sound 2 Player Simultaneous bug when player 1 dies (just found this one) Aliens under player poking up Firebirds: Divebomb player Shooting player Level Indicator Hoping to finish this before the end of the year.
  2. If you count artwork and a manual, yes. While this is true if you want Yamaha sound, The TIA sound (without the XM) is *vastly* improved, as shown here: If you don't have an XM, it will default to TIA sound, and local high score saving (i.e. until you turn the machine off)
  3. Thank you That reminds me; I need to get one of those too...
  4. I'm using a modified version of the detection routine found in Asteroids (which is why I also tested with that one and it does the same thing with the Flashback sticks): ; READBUTTONS - READS THE BUTTONS ON THE JOYSTICK (EITHER PROLINE OR CX-40) ; INPUT: X = PLAYER NUMBER ($00 OR $01) ; USES: A, Y ; RETURNS: L_BUTTON ($00 IF NOT PRESSED, NEG IF PROLINE LEFT BUTTON, POS IF CX-40) ; RETURNS: R_BUTTON ($00 IF NOT PRESSED, NEG IF PROLINE RIGHT BUTTON, POS IF CX-40) ; RETURNS: ONEBUTTON ($00 IF PRO-LINE, NON ZERO IF CX-40) READBUTTONS LDA #$00 ;INITIALIZE BOTH BUTTONS AS HAVING STA L_BUTTON ; NOT BEEN PRESSED STA R_BUTTON LDY INPT4,X ;IF BIT 7 IS LOW, CX-40 IS BEING USED BPL RBONEBUTTONUPDATE LDA ONEBUTTON ;ARE WE ALREADY IN ONE BUTTON MODE? AND JOYBITS,X BNE RBONEBUTTON ;YES - GO RIGHT INTO THE SINGLE BUTTON RBTWOBUTTONS TXA ;CONVERT 'X' INTO PADDLE PORT READS ASL ;(PLAYER * 2) TAY LDA INPT4A,Y ;LEFT BUTTON AND #$80 ;MASK OUT OTHER BITS STA L_BUTTON LDA INPT4B,Y ;RIGHT BUTTON AND #$80 STA R_BUTTON RTS RBONEBUTTONUPDATE LDA ONEBUTTON ;TURN OFF TWO-BUTTON BIT IMMEDIATELY ORA JOYBITS,X ; TO AVOID BURNING OUT HARDWARE STA SWCHB ; (THAT'S POSSIBLE?????) STA ONEBUTTON ;STORE VALUE FOR NEXT RUN-THROUGH RBONEBUTTON TYA ;SEE IF THE SINGLE BUTTON JOYSTICK IS PRESSED BMI RBEXIT ;IT IS NOT, JUST EXIT. INC L_BUTTON ;CX-40 BUTTON WAS PRESSED. UPDATE BOTH VARIABLES INC R_BUTTON ; AS HAVING BEEN PRESSED BY A CX-40 RBEXIT RTS JOYBITS .BYTE $04,$10 ;TWO-PLAYER MODE BITS PER PLAYER Normally I would think it's something I'm doing, but being that a) the issue happens with retail 7800 Asteroids, and b) plugging an actual CX-40 produces the expected results, I have to think there's something funny about these flashback joysticks... My next thing is to replace the cord with one from a CX 40 to see if anything changes...
  5. This is a continuation of some odd behavior I found with the FlashBack joysticks on a 7800. So, for some strange reason, they register as a dual-button joystick on the 7800 when doing the auto-detect. I can 'sort-of' understand (but not really) the joystick with the rewind, pause, etc. buttons on it, but the player 2 joystick (which for all intents and purposes should be electrically the same as the OG joysticks) ALSO registers on the 7800 as a dual button joystick. I've even opened up the player 2 joystick and it looks like I would expect... 6 wires to a circuit board. Nothing else. BTW, when I plug an original OG joystick into my 7800, everything works fine. 😕 I've tried it with the port I'm currently working on (UniWarS), Baby Pac-Man, and even OG Asteroids (just to make sure it wasn't a programming error somehow). Don't understand this??? *EDIT - Oh, and BTW, the new Hyperkin Joystick/Paddle combo controller also registers as a two-button joystick. At least that one I can understand.
  6. I would hope so, being it was your idea and all
  7. For those of you who didn't notice, that's the Genesis ending to the game (which happens much earlier, I believe on level 32)
  8. Thanks, guys... @CPUWIZ - Yes, I have not done the sounds for this yet wither @Defender_2600 - I knew you'd pick up on that!
  9. Ok, time for a WIP video. Firebirds and UFO levels in place. No divebombing yet, but they are there. Need to put in the third and forth enemies and tweak the shot collision detection a bit, but this is where I currently am:
  10. So, I wanted to do something special for the 255th level instead of just a split screen. Being that I have a feeling most people won't see this for themselves, here is what happens when you reach the 255th level on any of the games in this collection:
  11. Thanks, guys... I have player shots basically done. I'm doing a lot of 'zone reuse' for this port that I've never done before (i.e. the player and the player's shots use the same place in each DL because they never occupy the same zone).
  12. Thank you! ... and thank you Kurt. I wanted to dedicate that now to Curt Vendel, as he wanted me to do this port for a long time. 😢
  13. BTW, @Shannon: I don't see the issue in your screenshots... You know that the cherry symbol in the top left corner of the screen is the level indicator, right?
  14. Hi guys: I happened to see this arcade game being played on ArcadeUSA (a channel I subscribe to in youtube), and I remembered the game from back in the day. I thought it would be a quick, cool port to do so I started it. The attract mode and option screen are the only thing done so far, but I don't expect this one to take very long.
  15. Final Version. things changed: - Ms. Pac-Man Plus Random Mazes added - Popeye Pac-Man removed; now playing as the Popeye head can be had in ALL games by pressing up on the joystick while starting the game. - Pressing down on the joystick while starting the game gives you hearts instead of dots. - Flashing maze sometimes flashed incorrectly on later Ms. Pac boards - You now see the reserve of lives remove one when starting the game Binary attached. PMC_XM.A78 PMC_XM.BIN
  16. Wow - awesome work, Darryll!
  17. Holy crap... I leave for a bit and this happens. Damn CPUWIZ, just hope you're feeling better... If there's anything we can do...
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