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PacManPlus

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Posts posted by PacManPlus


  1. 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. 

    • Like 2

  2. 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...

    • Like 5

  3. 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.

    • Like 1

  4. 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"

     

    :P

     

     

    • Like 2
    • Haha 3

  5. @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 AUDCTL

        LDA #$02                                    ;PLAYER DEATH CHANNEL 0
        JSR DOTUNE

     

    In the sound data I have:

    TUNE02    ; PLAYER DEATH
        .BYTE $50,$00
    DURN02
        .BYTE $40,$00

     

    Do you know what I am doing wrong?


  6. Ok, I have the Flagship point values correct, and displaying on the screen.

    image.png.902a2683a25c6fddb278adb1c2b4d77f.png

     

    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) :D 

     

    • Like 10

  7. Ok, Last one.  Does it look ok?  There are still places on the UFO where you can see that I've "been there", but I can't do any better.

    The logo will be hell to move.  I think I'm just going to crop it out and find another logo to overlay.

    image.thumb.png.b85a4d00a3ddc5c30d818f07133a53e0.png

    • Like 1

  8. 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!


  9. 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)


  10. 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? 


  11. 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:

     

    618487553_UniWarsflyer.jpg.96889bc13100a404be4692c3011e9723.jpg

     

    If so, thank you :)

    Bob

    • Like 2

  12. 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)


  13. ... 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.

    • Like 9
    • Thanks 2
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