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Everything posted by PacManPlus
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Finished! Hangly-Man for 5200 v0.4 Complete w/ 2nd maze
PacManPlus replied to PacManPlus's topic in Atari 5200 Hacks
Here's my version of the label... I know; not very creative :-P -
Finished! Hangly-Man for 5200 v0.4 Complete w/ 2nd maze
PacManPlus replied to PacManPlus's topic in Atari 5200 Hacks
OK - Here is the 'Release Candidate'. If nobody reports any issues with this version, it is the one I'm going with. Changes in this version: 1) Fixed the sequence of mazes to be true to the arcade version. (1 & 2 - Regular maze, 3 - Empty Maze, 4 - Regular Maze, and alternate from that point forward). 2) Changed the monster's behavior a bit on the 'Empty Maze' (after all, the monsters actually still are supposed to follow the maze even though the player can go wherever he wants). This doesn't happen completely, but I used the 'cannot go up' bit wherever the monsters can't go up because of the 'maze' layout (did that make sense?) 3) Fixed a bug where the player (sometimes) still gets fruit points when going through the top vertical tunnel. Thanks all! hang5200.zip -
Finished! Hangly-Man for 5200 v0.4 Complete w/ 2nd maze
PacManPlus replied to PacManPlus's topic in Atari 5200 Hacks
Hey Breakpack! I was wondering when I'd see your face around this thread I don't completely understand your question, though... The 'Empty Maze' on the arcade version actually does happen after the first intermission, and then every odd level after that (I just double checked). I think I messed up on the 'every odd level after that' part. I have it happening after each intermission... Thanks for making me check; I'll fix that. -
Finished! Hangly-Man for 5200 v0.4 Complete w/ 2nd maze
PacManPlus replied to PacManPlus's topic in Atari 5200 Hacks
Hi! I'm curious - in what way does New Puck 2/X fit in? I used the HanglyMan Mazes as close as possible, although there was a little modification I had to do on the 'six circles' in the middle of the maze. This is because of the way Atari laid out the permissions of the maze. I also followed the 'blank mazes' pretty much true to the original... Thanks for the feedback -
Finished! Hangly-Man for 5200 v0.4 Complete w/ 2nd maze
PacManPlus replied to PacManPlus's topic in Atari 5200 Hacks
Version .05 - The following changes: 1) Fixed Vertical Tunnels 2) Fixed bug where the monsters can pass through you when using the top and bottom tunnels 3) Included 2nd fruit when selecting starting levels 4) Removed 'Pac-Man' logo, added 'Hangly Man' text at bottom. Enjoy! (And let me know if you find any more bugs...) hang5200.zip -
Finished! Hangly-Man for 5200 v0.4 Complete w/ 2nd maze
PacManPlus replied to PacManPlus's topic in Atari 5200 Hacks
Thank you both! Yes, I did this on my own - but what helped me immensely is that I found a thread with Bryan's partial commented disassembly of the 5200 Pac-Man cart... Thanks Bryan! Only 1 (major) bug left! Oh BTW, It would be very cool if Alex and Albert decided to release this in cart form when I find this last issue (hint, hint) The label is next... -
Hi: I hope someone can help me - I am soooo close to being finished with this modification to the 5200 version of Pac-Man, but I have this one bug I cannot figure out: I am using the top and bottom tunnels (board 3 - peach) but when a character goes off the top and in through the bottom (or out the bottom and in the top), a copy of itself is left in the prior place. I don't know how to clear it. The bin is included at the bottom. It doesn't have to be the 'partial disappearing' trick they use for the side tunnels, I just want the 'copy' to go away :'( Thank you in advance for your help... Bob hang5200.zip
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Finished! Hangly-Man for 5200 v0.4 Complete w/ 2nd maze
PacManPlus replied to PacManPlus's topic in Atari 5200 Hacks
I use either Dan Boris' 5200 emulator, or Jum52. Either one works for me. I just noticed something else I have to change, something that was staring me in the face the whole time... The 'Pac-Man' logo on the options screen! -
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
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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... hang5200.zip
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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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version .02 - Fixed the maze just above the starting point (oops) hang5200.zip
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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! hang5200.zip
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I'll do it too
