Jump to content

PacManPlus

Members
  • Content Count

    5,653
  • Joined

  • Days Won

    28

Posts posted by PacManPlus


  1. Wow.  I need to revisit that.

    I use $6000-$7FFF for RAM...  Is that screenshot PAL?  If so, then it's not detecting the number of PAL scan lines correctly. :(  (It's supposed to auto-detect)

     

    Anyway, at this point I think when I do go back to it, I may restart it - as I want to use 320B mode for the entire game.

     


  2. On 4/4/2020 at 9:49 PM, Shawn said:

    Dunno if it's desirable or even a doable thing but having the ending found in the Sega Genesis version after completing level 32 has always been something I'd love to see in an Atari version of Ms. Pacman (or any version of Pacman)

     

     

     

     

     

    It would be cool to put that in place of the 'kill screen'

    • Like 3

  3. ;	DATA FOR INTERMISSIONS DURING ATTRACT MODE (I.E. NOT IN-GAME INTERMISSIONS)
    
    	;	INTERMISSION 0 - ORIGINAL PAC-MAN 1ST INTERMISSION BUT WITH PAC & MS. PAC RETURNING AFTER ENERGIZER
    	;	INTERMISSION 1 - ORIGINAL MS. PAC-MAN 2ND INTERMISSION "THE CHASE"
    	;	INTERMISSION 2 - BLINKY ARRIVING 1/2 WAY ACROSS THE SCREEN, FINDS NOBODY, THEN LEAVES (THEN PAC-MAN BRIEFLY SHOWS)
    	;	INTERMISSION 3 - POPEYE PAC-MAN IS SITTING IN THE MIDDLE OF THE SCREEN.  PAC-MAN COMES IN, SEES HIM AND THINKS 'WTF?'
    	;	INTERMISSION 4 - PAC-MAN FACES ENERGIZER, BLINKY TRIES TO SNEAK UP ON HIM, PAC QUICKLY TURNS AROUND AND BLINKY STOPS (LOOKS OPPOSITE DIRECTION)...
    	;	INTERMISSION 5 - INTRODUCE ONE OF THE FOUR MONSTERS (RANDOMLY)
    	;	INTERMISSION 6 - INTRODUCE PAC-MAN AND MS. PAC-MAN
    	;	INTERMISSION 7 - SCARED MONSTER MOVING THROUGH, MS. PAC APPEARS, MONSTER SHUDDERS AND TURNS BACK.

     

    • Like 5


  4. Thank you so much guys... You are all so nice to me...  It is always appreciated.

     

    @bizarrostormy Basically, the differences are:

    - Higher resolution, better graphics (graphics taken directly from the arcade)

    - As stated Yamaha Audio for XM people

    - MUCH better TIA sound for non-XM people

    - Localized high score (until you turn the machine off) for non-XM people

    - Inclusion of an actual random maze generator, so the maze possibilities are endless

    - Inclusion of 'Worlds Largest Pac-Man'*

    - Inclusion of the Popeye Pac-Man bootleg

     

    *I reserve the right to remove this one if it becomes too difficult.

     

    So, in working on the sounds, I figured out how to look at the wave forms and compare the sounds from the TIA to that.  As a result, I can't believe how close I got to the arcade with some of these sounds.  With basic TIA!

    I did notice that GCC moved the Ms. Pac-Man theme from the key of 'E' to the key of 'C' for the TIA.  I understand why: there are many notes in that original key that the TIA can't do.  So I'm leaving it in the key of 'C'.  I moved the Pac-Man theme back to the key of 'C' (like the arcade), but the modulation in the second bar to 'C#' left some notes... shall we say... close...

     

    Anyway, here is the latest WIP...  with better sounds!

     

    *Also notice that the 'pass through' bug actually happens twice in this video (once in the game demo) 

     

    @AtariBrian - Yes, I hope to have all new artwork for this label

     

    • Like 13
    • Thanks 1

  5. Thanks, guys - you are all so awesome.  The good people like you are what keeps me coming back here.  Even when I'm gone for a while.

     

    Wow.  All this time I've played Pac-Man and made conversions, I never paid attention to the number of different speed sirens, and always assumed there were 4.  There are actually 5.

     

    So, I'm doing TIA sounds now.  Recording the arcade and slowing them down. I'm determined to get them all as close as possible.  For the Blue sound, now that I know that it's possible to get pretty much the exact sound 
    (thanks to DINTAR816's 2600 port).  I actually slowed down the arcade, DINTAR816's port, and mine and put them side by side until I got them all the same.

     

    I got the Pac-Man 'monster eat' sound extremely close, and the Eyes going back to pen is very close too.  The fruit eat sound is almost identical when put side by side.

     

    These are all the Pac-Man sounds first.  I'll attack Ms. Pac next; although I already got her death sound MUCH closer to the arcade than it was.

     

    This is what I have left after I finish these sounds:

    - Adjust scatter / exit pen times to try and get as close to the arcade as possible

    - Intermissions

    - Popeye Pac

    - Largest Pac

    - Random Maze Generator conversion.

     

    When this is done I'm immediately moving on to my next project to keep my output going.  When I stop, I seem to stop for a long time, and I don't want to do that here.

    • Like 19
    • Thanks 1

  6. Thanks guys, again as always.

     

    If I weren't about 80% done, I would consider doing this (as I had just gone over that approach with @RevEng the other day).  The only things:

    - As @tep392 stated, it would change the game to "XM Required", which I would rather not do unless it's absolutely necessary; I don't want to limit who can play this game...  Most likely 'Defender' will be "XM Required" because of the blitting.

    - It still wouldn't resolve the fact that I want to keep as much screen real estate for the maze itself, scrolling as little as possible.  One of the things about this game is that you needs to see where the monsters are at all times.

    - Finally (and this is a personal preference), I don't really like vertical score displays (my apologies, Trebor).

    • Like 1

  7. I am using bank switching in my PMC_XM game, but I'd really like to put code in some of the banks (right now I'm using it for tables, graphics, and data only).  The only issue I see is addressing.

     

    I am compiling the main program (fixed at $C000-$FFFF) separately from the banks (7 banks switchable from $8000-$BFFF).  However the banks are listed from $0000-$1BFFF to compile (like I did for Bentley Bear).  I am assuming when I compile them, any direct jumps (JMP, JSR) are going to use the $0000-$1BFFF addresses and not the $8000-$BFFF for each bank (as it doesn't know about them).

     

    Is there a way to either: a) Force DASM to compile the banks as repeating $8000-$BFFF blocks, or b) Combine the source code for the main program and 'DataBanks' (BTW, excellent unreleased Prince song of the same name), compile them together and tell DASM to use $8000-$BFFF for each bank before $C000-$FFFF?

     

    Thanks, guys

    Bob


  8.  

     

     

    Thanks, guys - always for the kind words you tell me, and appreciating what I do - even if it's a repeat.  Truth be told I've been wanting to do this for a while, but when I heard the Yamaha example sounds, I thought it was the perfect 'excuse' to do so.

     

    11 hours ago, Trebor said:

    One question:  Any chance of the score being placed on the side of the screen vertically or just above the maze horizontally? 

    Hey Trebor!   Short answer: I can't.  Explanation: It started out as a way to have the maximum amount of the board on the screen as possible at any given moment, and turned into a necessity as I am at the end of Maria cycles as it is now (over 400) with the character mode being just as wide as the maze,and up to 7 sprites possible on a line (the level / life indicators are a sprite).  Also, I originally had the level indicator going up the right side of the maze, but when I did that there was some 'disappearing' going on because I maxed out Maria. :(

     

    5 hours ago, Defender_2600 said:

    However, to work well, Pinky should be a little darker than what I'm seeing (in the Pac-Man game).

    Done.  Thank you so much, you guys are some of the nicest people I've ever (almost) met.

     

    Quote

    cannot wait to get a bin

    Soon, my friend, soon...  I would like to finish the in-game intermissions (and a few other things) first.

     

    • Like 4
    • Thanks 1

  9. WIP Demo.  No Yamaha sounds yet.  Even the 'pass through' bug made it into the game.

    There are 8 different 'little intermissions' that can play during the title screen.  The monster introductions count as 1 (it randomly pics one of the four monsters and introduces it).

     

    @Defender_2600

    This is the compromise I was talking about.  I used your idea for the monster's eyes, and some of the colors.  For Pac-Man, I did a little of both...  although Blinky looks a little jaundice...
     

     

     

    • Like 14
    • Thanks 1

  10. @Defender_2600  In looking at this:

    image.png.ee8b976665b13d2d592b56ce68fdcd5d.png  832205548_Ms.Pac-man320_spriteswithtransparency_V6vs.PNG.18d9939ed1a79ec55df54a4b1430ecd2.PNG

     

    If I take more 'liberties' with the maze colors (and fruit colors), I might be able to pull this off.

    The only thing is that I'll have to use P0 color 3 for the player.

     

    Taking Ms. Pac-Man mazes into account only (because the Pac-Man/Pac-Man Plus/Ultra etc. only use the outline, and can go between Blue and Green with Inky's color like it is now),

    Maze 1: Inside P0 color 3, outline P0 color 2

    Maze 2: Inside P4 color 3, outline P4 color 2

    Maze 3: Inside P4 color 2, outline P4 color 3

    Maze 4: Inside P4 color 3, outline P4 color 2 (I can make P4 color 3 a little darker here to more closely match the arcade)

    Maze 5: Inside P0 color 2, outline P0 color 3 (It doesn't match the arcade, but at least it's different)

    Maze 6: Inside P0 color 3, outline P0 color 2 (like the first maze)

     

    The only thing, is the blue monsters will match whatever Inky's color is.

    Marco, if you can come up with convincing fruit bitmaps without changing the palette colors, I will try VERY hard to get this working.

     

    Thanks for always making me see other ways to resolve color issues. :)

    Bob

    • Like 5
    • Thanks 1

  11. Thanks guys.

    I know some of you are thinking "Pac-Man?  Again?"  But I wanted to do a kind of 'warm up' to get used to some of the new features of the XM.  I originally was going to just keep this for myself because I knew some of you might think that way, but I figured whoever doesn't want it doesn't have to get it. :)

     

    @tep392  Thank you for chiming in; I didn't want to speak for you. :)

     

    @Defender_2600  Thank you again for for color input ;) This one, however, is a little different than Baby Pac:

    - I also have to share colors with the fruit (for Pac, Ms. Pac, and Pac Plus, which I dithered already as much as possible)

    - The fill inside the maze changes color every few mazes (or in the case of Ms. Pac-Attack *every* board)  That would make things difficult to have all different color options for.

    - I can't overlap sprites in this, as I am already at the edge of Maria's cycles.  i.e. the level indicators were originally on the bottom right-side of the maze (vertically placed like the lives indicators). When all players were at the bottom, there was some 'disappearing' going on...

    - Believe it or not, I am using all sprite placement areas already.  The tiles/character mode area is shared by all (and is also full).  The respective sprites tables are in each bank, and I'm trying to leave room for both the TIA and Yamaha sound.  These banks also have data tables and maze definitions, so once all is said and done there won't be much room left in each bank:

    Sprites1.png.56f0d052b9e3033712a7ffba57b1d482.png

    I know there's some duplicate sprites (like pac-man's closed mouth), but for efficiency's sake, I put everything in the same place in each sprite sheet, so each bank can just be swapped out for the correct sprites (i.e. Ms. Pac-Man's closed mouth is respective to the direction).

     

    I just wish there were more colors in this mode.  I *believe* Rikki and Vikki used 320B mode and overlapped sprites to get their colors...  but there aren't many sprites in a single zone there... the enemies seem to be vertically separated.

     

    Anyway, I do appreciate the help. :) 

    • Like 5
    • Thanks 1

  12. Guys, please don't kill me.

     

    I want to get used to the XM (more specifically the Yamaha), so I've teamed up with @tep392 to do this.

    I figured it would be easier to take something I already know, and add the parts that I haven't worked with before as my first XM game.

     

    Having said that, this *will* work without the XM; it will just use TIA sound and a localized High Score that will be lost when you turn the machine off.

     

    No binary yet but I'm quite far along with this,  here are some screenshots of what I have so far:

     

    The games are:

    - Ms. Pac-Man

    - Ms. Pac-Man Plus

    - Ms. Pac-Attack

    - Ms. Pac Random Mazes*

    - Pac-Man

    - New Puck-X

    - Hangly Man

    - Ultra Pac-Man

    - Pac Random Maze*

    - Popeye Pac-Man (with the Hangly Man maze, as that is the only way I saw it back in the day)

    - Largest Pac-Man**

    - Pac-Man Plus

    - New Puck-X Plus

    - Hangly Man Plus

    - Ultra Pac-Man Plus

    - Pac-Man Plus Random Mazes*

     

    You can select the starting level, and player speed.

     

    *I am trying to implement an actual random maze generator.  I found one written in Java, so if I can convert it to assembler I'll have it here.

    **I reserve the right to take this one out if it becomes to complicated to implement.  I've taken video to follow the differences between this an regular pac-man

     

    Please note, I had to take some liberties with the colors.

    The object most affected by this is Inky.  Most of the time he is somewhere between blue and green, but sometimes he is brown or tan.  This could not be helped.

    Blinky and Clyde are always the static colors, and Pinky can vary slightly.

     

    Some of the 'filled in' color of the mazes have been changed.

     

    0000.png

    0001.png

    0002.png

    0003.png

    0004.png

    0005.png

    0006.png

    0007.png

    0008.png

    0009.png

    0010.png

    0011.png

    0012.png

    0013.png

    0014.png

    0015.png

    0016.png

    0017.png

    0018.png

    0019.png

    • Like 39
    • Thanks 5

  13. Hi guys:

     

    I ported my '7800 Frenzy' port over to the NES.  These are the differences between the NES version and the 7800 version:

    - more colors on the NES version

    - In a two-player simultaneous game, the first person to leave ends the room (on the 7800, *both* players need to leave the room before the rooms ends).

     

    The speech is different.  I may add more speech if I can find the room.

     

    Let me know what you think.  Thank you!

     

     

     

    FRENZY.nes

    • Like 18
    • Thanks 1
×
×
  • Create New...