-
Content Count
5,644 -
Joined
-
Days Won
28
Posts posted by PacManPlus
-
-
14 hours ago, Synthpopalooza said:For that: Lowering the volume by a step or two, or shortening the decay a bit, might fix that. I've noticed that decay acts kinda funny on some duration values ...
That did it! It looks like the decay table index ranges from $00-$3F, and we had $40 in there. I should have seen that. Anyway, reducing the length to $3F made it work.
Thank you
On to the next thing... background drone...
-
5
-
-
Hmmm...
For the enemy shots, I only have a choice of 4 colors, and 2 of those colors change per wave... (actually that's true for all objects)
Let me see what I can do...
Thank you for the review!
I've had this complaint as well about Berzerk / Frenzy, although it's too late for that one.
-
1
-
-
18 hours ago, x=usr(1536) said:Apropos of nothing, I just realised that there's a nod to this in Galaga.
Ok, now I can't get "All I Wanna Do" (Sheryl Crow) out of my head
"Apropos of nothing, he says his name is William
But I'm sure he's Bill or Billy or Mac or Buddy"
-
2
-
3
-
-
Thank you. Ok, the sound is now correct, but it doesn't decay - it's just a solid sound until the end.
-
@Synthpopalooza - Having a bit of an issue on the player death. On real hardware, I can't get it to sound like anything but a solid tone. I am using:
Channel: $03
Calling (like you have in the ASM file):
LDA #$60
STA AUDCTLLDA #$02 ;PLAYER DEATH CHANNEL 0
JSR DOTUNEIn the sound data I have:
TUNE02 ; PLAYER DEATH
.BYTE $50,$00
DURN02
.BYTE $40,$00Do you know what I am doing wrong?
-
Ok, I have the Flagship point values correct, and displaying on the screen.
I'm not going to post a BIN, however, until I get the sounds corrected. So what I have left:
- Complete sounds
- Tweak Enemy Shots, Diving, and overall difficulty ramp
- If a Flagship attacks the player alone (no escorts) and makes it past the player off the bottom of the screen, it has 'escaped' the level and shows up on the next one.
- Modify the sound driver to check a specific sound index (the background drone). If equal, check the number of aliens left in the flock. Use that number for the number of frames for each sound of the drone. This way, the drone will get automatically faster with the number of aliens left without making a bunch of separate speed sounds. If zero, no drone. Possibly divide by 2 (or 4) if too long.
- Level indicator
My goal is to have this one be the quickest I've ever had a game done (current record is 1 month - Astro Fighter)
-
10
-
-
Yep! I've already moved it up a bit
-
1
-
-
Thanks RevEng, gambler172
Actually it's Yamaha and TIA - no Pokey sounds in this one.
-
2
-
1
-
-
It's one of the few I have left
-
-
-
Ok, I was able to combine two images... I think I can at least get rid of the logo...
-
-
-
Ok, let me revisit these and see what I'm doing wrong...
Thank you again!
-
1 minute ago, Synthpopalooza said:If you are talking of only using 2 channels:
Alien dives and deaths should all be on first channel as these require 1.79 mhz. The arcade version does this anyway. The extra life sound as well.
The player death can be two channels, that's no problem.
I think the only sounds that are an issue for me are the ship explosion (as I think you are using three channels?) and the drone (needs to be one channel if possible please)
Thanks, Bob!
-
@Synthpopalooza - Yep, the opening tune is fine, as for that one in TIA I silence the second channel so the background drone doesn't start until the main tune is done.
-
I'm just leaving this here as a reminder to myself:
- Modify the sound driver to check a specific sound index (the background drone). If equal, check the number of aliens left in the flock. Use that number for the number of frames for each sound of the drone. This way, the drone will get automatically faster with the number of aliens left without making a bunch of separate speed sounds. If zero, no drone. Possibly divide by 2 (or 4) if too long.
@Synthpopalooza - I may have to ask you to modify some of your sounds to match the number of channels the TIA uses (so everything can stay the same regardless of which chip is used). The player explosion is an example. I only use one channel for that. It doesn't matter *which* channel, just the total number of channels each sound uses. (please)
-
Please add me to the list, all options (as I will need to test with it also to make sure TIA/Pokey/Yamaha works)
Don't care about the color of the case.
Thank you!
-
On 1/26/2021 at 4:28 PM, NamcoPlayer said:Nice! Is it okay if I can make and publish the rom Pac-Man Collection VCS for the Atari 7800, which is a homebrew hack using graphics from Pac-Man Arcade and Ms. Pac-Man for the Atari 2600? If not, I'll accept that.
Ok, I don't understand what you are asking... Are you wanting to take this ROM (the 40th Anniversary one), and make it look like the 1999 hack from Rob Kudla?
-
Can anyone remove the text from this flyer (except the 'IREM' at the bottom), remove the cocktail cabinet picture, and move the game logo down (to make space for the 'Atari 7800' header)? I tried, but you can see where I modified it.
I'd like to use this for the cart artwork:
If so, thank you
Bob
-
2
-
-
You know, I wish Curt was here to see this. He kept at me for a while to do Galaxian and Baby Pac-Man on the 7800.
At the time, I wasn't interested in doing Galaxian.
...at least he did get to see Baby Pac-Man
-
4
-
11
-
-
I'm wondering if I should change the detection of the Yamaha...
...but I should probably try to keep it universal so that either the XM or the Dragonfly detects it.
So, I can keep the write to $470, but are there any series of bytes I can look at that only exist on the Yamaha? (Like I do with the Pokey and the 'Random Bytes' check)
-
... So here's something I didn't know about Galaxian (looking through the commented disassembly)... If a Flagship attacks the player alone (no escorts) and makes it past the player off the bottom of the screen, it has 'escaped' the level and shows up on the next one. So you can have up to 4 flagships on the next level (I tried missing 4 single flagships, thinking there might be 6 on the next screen, but only 4 showed up).
All these years, I never knew that.
-
9
-
2
-

You guys can thank UniWarS for this one... (Galaxian?)
in Atari 7800
Posted
Hi Guys,
I'm going to have to do something with these Pokey sounds. They are interfering with each other. The 'drone', because I'm using one channel, needs $50 in AUDCTL. The enemy Dives need $60, and some need $61, and they all seem to be interfering with each other as some need to play together (which isn't possible).
Give me a bit - what I may do (forgive me Synthpopalooza), is see how good I can get the TIA sounds, and I'll let you guys decide. If you think that we will still need Pokey for this, Synthpopalooza and I can (hopefully, and if he's willing) to re-work the sounds.