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Content Count
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Joined
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Posts posted by PacManPlus
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Very cool, man

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I GOT IT!
I found a partial disassembly of 5200 Pac-Man and was able to add the top and bottom exists to the existing 'Tunnel' routine. I had to move the routine to a larger area, though, so I can hand-assemble the code :-P
The Maze will be a bigger deal, though. As Nukey said, it gets copied to RAM at the start and it looks like it references RAM at the beginning of each board. I would have to change it to copy the maze to RAM at the beginning of every board, checking against the level number: 1 & 2 - normal maze, 3 - empty maze, 4 & 5 - normal maze, 6 - Empty maze (and so on). I may have to add another routine to do this instead of modifying the existing one. If you look, I've already placed a copy of the maze in $01e1 ($21e1 is where the normal maze is). BTW I'm using Hack-O-Matic's addresses, not the real ones. I figure I can just flip the High order bit between $01 and $21 depending on the level. I obviously have to make a copy of the maze permissions as well.
This one may take a while...
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Ok - One thing I did figure out is that the player (PacMan) is made up of the 4 Missile segments (the 5th player). I am doing a search for HPOSM0-HPOSM3 to see what I come up with...
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Thanks Nukey - although I understand logic (I am a C++ programmer at my job for many years), my issue is *which* LDA is the one I'm looking for. I see many places where it's loading the A register with a value, I'm trying to decypher how to tell which one is the one I want...

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Yep - I kind of stated that in issue #1 on the first post... I'll figure that one out
(Anyone who knows off the top of their head is welcome to chime in at any point as well) 
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Thank you

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I have 12 5200 games, I am parting with (I needed the cartridge cases, so this is just for the boards themselves) they are all doubles of ones that I have, and they are all commons. They have all been tested to work.
Vanguard
Pac-Man
Space Invaders
Galaxian
Football
Qix
Defender
Super Breakout
Countermeasure
Centipede
Missile Command
Soccer
Please PM me if interested. Best offer gets them all.
Thanks!
Bob
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Thanks! I'll give that a try

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Thanks (as always) Nukey
It's very cool how much you instinctively know about this. I used to know assembler quite a bit of time ago (for the Apple IIc) and I'm having trouble following it! I didn't necessarily want to try and change them; I was just trying to be as complete as possible with the graphics locations and how to change them. (Also in case I wanted to attempt 'Plus')
I will try and fix those two problems, though - I'm too far along with this to stop now!
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Hi!
I have found that it runs on Dan Boris' 5200 emulator, and jum52... I couldn't get it working with MESS either

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Hello:
I am selling my GP32, Front Light Unit, with 2 64Mb Smart Cards, and a Smart Card reader.
It was already registered, is loaded with many emus, doom, etc...
Asking $150 + shipping
Please e-mail or PM me if interested
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Correction to above: The fruit points use 4 bytes (Damn lack of edit)
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Hello All:
With the spirit of Nukey Shay making Hangly Man for the 2600, I followed suit for the 5200... with 2 outstanding issues:
1) Top and bottom side tunnels: Take way too long to get through, and if you meet a monster while in there, you will pass right through him! Also exibits the same 'dot disappearing' bug that the regular side tunnel has
2) Does not have the empty maze (yet - might need a little help with this one) Although I can't see why it can't be put in there - the first 4K of the bin is all 'FF'.
The maze was one pain to figure out - it looks like a character set, with each position defined in different ways: for instance the value $03 was the top left of a square wall. The value $1C was the top left corner of the outer maze. There was some shortcuts as well. If you started with $C, the next 3 bytes assumed a zero half-word. (so you would only supply the second byte of the word 3 times). If you started with $8, the next byte told how many times the following word would repeat.
All in all, here are all the memory locations I found (using Hack-O-Matic only, by the way - I haven't looked at the disassembly yet):
1622-17ef: Pac Cartoon Graphics
21e1-2385: Maze and Dots layout
3416-34af: Maze Permissions
3af0-3b95: In Game Characters
3c11: Blinky Color
3c12: Pinky Color
3c13: Inky Color
3c14: Clyde Color
3c15: Maze Color
3c18: Pac Color
3c27-3c39: Blue Time (for each board - starts w/ cherry)
3c3e-3c82: Score Characters
3d40-3d67: Pointer to Fruit Score Graphics
3e9c-3e9f: Direction Reversal?
3ec5-3edd: Fruit point value (for each board - starts w/ cherry)
With the maze permissions, each byte is '0000RLDU' and the first bit is set if the monsters cannot go up (just above the starting point, and just above the monster pen) You are pretty limited with what mazes you can create, as there are only 10 bytes per line with 10 lines.
The fruit points use 2 bytes, and they are divided by 100. (So the cherry value is 0000000000000001)
I have not been able to find the fruit characters. I check an old post where Nukey mentioned how they are stored, but the values don't match what he posted. They were also nowhere to be found within the rom. Maybe he has a different dump?
Anyway, here is what I think is the first hack here of a 5200 game? If anyone would like to give me pointers on the above two issues, that would be great. Although I think to switch mazes, I just have to look for a $21e1 address in the disassembly? And as far as the side door, I would imagine that there is code to look for a certian horizontal & vertical position and then move the player to the other side. I should just make it ignore the vertical position, no?
I will try it out in the real thing very soon - once I get my 5200 boards from Al

Enjoy!
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I'll do it too

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Ouch
Thanks for the answers, guys.
There goes that idea

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Hi!
I made a few small changes to Jr PacMan, and wanted to put it on a 16k cart (got the 16K version of the board from AA, and a 16K eprom)...
But when I burned the eprom, it made all of the dots the 'large' version (as if the fruit had passed over every one). I tried different eproms and different boards... I even tried the original bin (without my changes) and each try did the same thing!
I then did a test; in PCAEWIN there's a setting for the type of chip. I changed the '16K SuperChip' to a standard 16K setting, and the same thing happened in the emulator! It put it back and of course the bin was fine.
Is there any way around this issue? I really would like to put my little hack on the cart... Thanks in advance.

Bob
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It looks like it was delayed - the 'Amazon' site now reads July 15

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Hi:
I recently spent a little time Searching through the 16K Pac Man rom for the 5200 with Hack-O-Matic (because I wanted to change the maze) and found some interesting memory locations:
1622-17ef: Pac Cartoon Graphics
3416-34af: Maze Permissions
3af0-3b95: In Game Characters
3c11: Blinky Color
3c12: Pinky Color
3c13: Inky Color
3c14: Clyde Color
3c15: Maze Color
3c18: Pac Color
3c27-3c39: Blue Time (for each board - starts w/ cherry)
3c3e-3c82: Score Characters
3d40-3d67: Pointer to Fruit Score Graphics
3e9c-3e9f: Direction Reversal?
3ec5-3edd: Fruit point value (for each board - starts w/ cherry)
With the maze permissions, each byte is '0000RLDU' and the first bit is set if the monsters cannot go up (just above the starting point, and just above the monster pen) You are pretty limited with what mazes you can create, as there are only 10 bytes per line with 10 lines.
The fruit points use 2 bytes, and they are divided by 100. (So the cherry value is 0000000000000001)
I have not been able to find the fruit characters. I check an old post where Nukey mentioned how they are stored, but the values don't match what he posted
They were also nowhere to be found within the rom. Maybe he has a different dump?Also, some possibilities (that I haven't figure out how they work yet):
3291-3298: Something about the dots and if they are edible
39fe: monster speed?
39de: Blue Speed?
I'm still trying to find where the dots are displayed, and where the maze is displayed so I can change it. I have printed out the disassembly from DIS6502, and am sifting through it.
I just thought some of you might have some fun with these memory locations

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I absolutely would be


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Aren't you coming too?
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Longhorne - isn't that a steakhouse?
That one sounds cool - Albert: does your response mean that you are going as well???


Finished! Hangly-Man for 5200 v0.4 Complete w/ 2nd maze
in Atari 5200 Hacks
Posted
Hello all:
I started a new thread because I couldn't change the title of the old one (no editing)
5200 Hangly Man is basically finished, and all I have to say is I'm glad the first 4K was unused! The second maze and maze permissions (and a few subroutines) I ended up storing there.
Please give it a try and let me know of any bugs found in it. There is one already that I know of:
The top and bottom exits on the blank mazes give you fruit points when you pass through them!
I'll get to that one.
I would like to eventually try this on the real hardware... although it's a 16K image and that's a little tricky at this time with the current 5200 boards available...
Let me know what you think!
hang5200.zip