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PacManPlus

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Everything posted by PacManPlus

  1. Tanks, guys - once @DINTAR816 showed how close you can come with the TIA for the Pac-Man Energizer, it made me re-think about how to attack the TIA. That being said, here's another small update, the fix for the fruit gave an error while compiling that still allowed the game to play, for some reason. PMC_XM.A78 PMC_XM.BIN
  2. I thought I did pretty good with the TIA this time...
  3. Ok. Fixed both issues with the sound and the fruit collision detection. PMC_XM.A78 PMC_XM.BIN
  4. Crap! I know what that is... Give me a minute....
  5. Thanks, guys! A few little updates: Changed where the HSC was detected, added some sound effects for the main menu, and Perry updated some intro/intermission sounds. PMC_XM.A78 PMC_XM.BIN
  6. Thanks guys That's actually one of the standard mazes in Ultra Pac-Man!
  7. Thank you "It was 40 years ago today Iwatani brought the world a game It's been going in and out of style But it's guaranteed to raise a smile So may I introduce to you A game you've known for all these years: Pac Collection 7800 XM!" Hi guys. I hope you like this. It's finally what I would call 'finished'. Perry did an amazing job with the music/sounds for the XM. It auto-detects PAL/NTSC, it auto-detects the XM (by enabling the XM RAM, writing to it and reading it back to see if the values match - this is temporary until we get an actual signature) PMC_XM.A78 PMC_XM.BIN
  8. Thank you, but the sound in that video is because of the amazing @tep392 - thank you Perry!
  9. Final (I hope) WIP - RC3: The only thing that's really left is the *actual* XM detection signature bytes. There isn't one yet, so I just need that to get going.
  10. Ok, I'm curious now. could you take a picture of what this game looks like on your CRT/RF connection? This I gotta see...
  11. By the way, I actually don't think this is something GCC could have done back then, as 320 mode looks HORRIBLE on an old style CRT. I have a feeling that is why 320 mode wasn't used much back then. I remember first trying out 320A/B when I was first programming the 7800 - I still had a CRT then (2005). Looked great in emulation, couldn't even make out the shapes on the CRT. 160 mode, however, was fine. ...and that's why I used such light colors for Space Invaders 7800. I noticed that the lighter the color, the more 'clear' the shapes were in 320 mode.
  12. The introductions *are* there. There are 8 'intermissions' during the attract mode that are randomly chosen. One of them introduces one of the four monsters at random. Another one introduces Pac & Ms. Pac (together). Regarding Piranha - I *hated* that game. No mazes (even partially) = monster unfair advantage. Hangly man is different in that there actually is an (invisible) maze that the monsters follow. The player has the freedom to go wherever. Regarding the kill screen... I'm not saying anything.
  13. Honestly? Because I wanted it there. Popeye Pac-Man has personal history with me. The first time I saw any bootleg of Pac-Man, it was the Popeye Pac-Man (with the Hangly-Man mazes) in a cabaret cabinet at a corner Stationary Store. Plus, I wanted *something* to be exclusive to this version. I originally also wanted 'Largest Pac-Man' in there to have something else exclusive, but that game keeps track of everything separately (the dot total points, energizer total points, blue monster total points, etc. and I was already starting to have issues with cycles so I didn't want to add to it by counting everything separately. As it stands, having the actual Ms. Pac-Attack, Popeye Pac-Man, and having a real random maze generator end up being the three things exclusive to this version (other than better TIA sounds and XM sound).
  14. Actually, I am using all 16 variations that I have reserved for this title. Same with the round selection. I am keeping it to 16/8 (respectively) as this is meant to be XM enhanced and I wanted to only use one HSC entry for it. As it stands now I'm not taking into account all variations a player can have: HSC ID: 1 byte - SPEED (NORMAL OR FAST) [7], STARTING LEVEL [6..4], GAME TYPE [3..2], PLAYERS (RESERVED; I CAN'T CHANGE THIS ONE) [1..0]. Game type is split into 4 categories: - Pac-Man Series (Pac-Man, Hangly-Man, New Puck-X, Popeye Pac-Man, Ultra Pac-Man) - Ms. Pac-Man Series (Ms. Pac-Man, Ms. Pac-Plus Arcade, Ms. Pac-Attack) - Pac-Man Plus Series (Pac-Man Plus, Ms. Pac-Man Plus, Hangly-Man Plus, New Puck-X Plus, Ultra Pac-Man Plus) - Random Maze Series (Pac-Man Random Mazes, Ms. Pac-Man Random Mazes, Pac-Man Plus Random Mazes) - There are 8 selections for starting level (which I believe are enough anyway) There is no provision for starting lives (3 or 5, set with left difficulty switch), nor when the opposite player controls Blinky in 'chase' mode (right difficulty switch) As such, at this point I believe I am keeping the game as it stands now, save for any bugs that are found. Thanks! Bob
  15. Hi guys! I believe all that is left are the remaining Yamaha sounds, which Perry is hard at work on - and again I have to say; he's amazing with what he is creating! So until then, here is what I believe to be complete but without the Yamaha sounds enabled yet... Also, I have to say: a HUGE thank you to RevEng, Defender_2600, and Trebor for making me see different (i.e. better) ways of doing things, and helping *so* much with troubleshooting, colors, and graphics. Note: The Left difficulty switch dictates the number of starting lives, 3 or 5. This is not reflected in the HSC, in order to keep this game from using more than one HSC ID. As such, the games are split into 4 categories when saving high scores: Pac-Man series (Pac-Man, Hangly-Man, New Puck-X, Popeye Pac-Man, Ultra Pac-Man), Ms. Pac-Man Series (Ms. Pac-Man, Ms. Pac-Plus Arcade, Ms. Pac-Attack), Pac-Man Plus Series (Pac-Man Plus, Ms. Pac-Man Plus, Hangly-Man Plus, New Puck-X Plus, Ultra Pac-Man Plus), and Random Maze Series (Pac-Man Random Mazes, Ms. Pac-Man Random Mazes, Pac-Man Plus Random Mazes) The 'Fast' selection and the 'Starting Level' selection are present. Did you know: The third fruit is *not* a Peach, but an Orange! This was a small debate in PM (to me, it looks like a Peach, and for 40 years I thought it was, as did the people I hung out with back then). Everyone else, knew it was an Orange. This is aside from GCC calling it an Orange in Ms. Pac-Man and Atari making it one in their ports. It took me going back to the original Puck-Man flyer to actually confirm it was supposed to be an Orange. While they do not state it outright, the drawing referring to it clearly shows an Orange - with a stem and a leaf (?) (Why not make it Orange in color? Why not make it more round?) 😕 Anyway, let me know what you think! PMC_XM.BIN PMC_XM.A78
  16. I will - I'm currently designing an 'all in one' case for the XM and 7800 and 3D printing it. Once I have it down I'll do it all in one shot.
  17. Yep! That was the plan all along. I think I may remove the Flashback special key presses. They seem to be more trouble than they are worth.
  18. Hi guys! As I suspected, "Largest Pac-Man" has been removed from this lineup. It has been replaced with "Ms. Pac-Man Plus (Arcade)". So there are now both a Ms. Pac-Man Plus (which is Ms. Pac-Man with all of the 'Plus' modifications as shown two posts above), and Ms. Pac-Plus which is the arcade Ms. Pac-Plus that is basically Ms. Pac-Man but with different mazes. (Ms. Pac-Attack is there too). I am VERY close to having an RC... just need to add the Yamaha Ms. Pac sounds and try to resolve and issue with scrolling and we're there.
  19. Ok, so while I couldn't change the monster/fruit graphics (the blue monsters were changed to that thing with the leaf), I LOVE the purple / aqua, so I am currently working on a way to get that going. @Jinks - Is anyone having the same issue as Jinks is? If so, I think I may need to remove the 'special' flashback combinations, as it seems to be causing some issues.
  20. Nice! However like I stated above, the graphics for the 'normal' monsters and the fruits will remain unchanged as I am using the same space as regular Ms. Pac-Man for this game. Also, I can't change the pink to purple, as the player's color will change as well. If I put the player's graphic in the other palette, the player will be green. However, regarding the maze colors for Ms. Pac-Man Plus, I did flip-flop and change one color (The only one I could change):
  21. Ok. I'm doing what I did in my original PMC. I'm moving the order/color of the mazes in Ms. Pac-Plus to Ms.Pac-Attack. I am making Ms. Pac-Plus use the Regular Ms. Pac-Man mazes (but color swapped) and adding the 'Plus' enhancements. However, the player graphics, non-scared monster graphics, fruits will not be changed; no space for it. Regarding the marquee dots...
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