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PacManPlus

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Everything posted by PacManPlus

  1. 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?
  2. 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
  3. 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. 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)
  5. ... 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.
  6. Thanks guys! So I watched the video of @ZeroPage Homebrew playing this (noticed that they took that cartridge out quickly ) and right off the bat there was a bug (2nd player with random mazes, no dots). That only happened if a 2-player random maze (any random maze game) was the first game played after booting the cart up. What are the chances? Anyway, I fixed that bug - thanks James! PMC_XM.A78 PMC_XM.BIN
  7. Eeek. I already forgot that I found the commented disassembly of Galaxian arcade... maybe I should just look at that for the point values Thank you for the well wishes. The new floor turned out great! I actually changed workstations at the same time, so I'm still in the process of loading the new one up. Don't even have sound yet
  8. Hi guys - sorry for the late reply... I'm a little confused... The 'dragonfly' SD cart emulates the YM? How does it get activated? I have to pass a certain value to $470 in order to activate it on the XM, is it the same in this case?
  9. Hey guys! I'll be getting back to this now that everything is completed (I moved workstations at the same time the floor was being done). @Synthpopalooza - yes, please - no dual pokey in this one... I have an idea on how to handle the 'escorts' point value for the flagship so that is my next thing to tackle. How does the point value work? I know that if the flag ship has 2 escorts and you shoot them first you get 800 points, and if the flagship is alone you get 150... But what about the 200 and 300 point values? One of them I imagine is for the flagship and 1 escort... Thanks guys, Bob
  10. Good Morning Guys... It doesn't look like there are any more (noticeable) bugs that anyone found, so I'm going to consider this completed. Now if we only had artwork... Well, back to Galaxian! thanks! Bob
  11. The colors in all three of those pictures aren't real. In the original Pac Man Collection, being that we don't have a coin slot I made a 1 out of 255 chance that the maze colors would be Blue and Red instead of the normal colors in Ms. Pac-Man. I wasn't able to do that here, as Blue and Red aren't in the same palette, and I can't change those colors.
  12. Ok guys - development will be delayed a few days as I get replacement floors put in my office. I have to take apart the entire room tonight. *I actually got the floors replaced in July with vinyl tiles that were supposed to be good for offices, etc. Within three months the corners started raising. After a bit of back and forth with the installers, they are replacing both floors (I had two rooms done), but I went with ceramic tile instead. Not making that same mistake twice.
  13. If I may ask, can we keep Galaga in a separate thread? BTW, I can't believe I didn't say this until now: @Synthpopalooza your sounds are incredible! You truly are a master of the Pokey
  14. It's hard to get Ivory in Africa, but in Alabama the Tuscaloosa.

    1. jaybird3rd

      jaybird3rd

      I'm in Alabama, and I can attest to that.

  15. Thanks guys! BTW, I did not do the swoop sounds yet (nor the background drone). If you are hearing those, it is using TIA sounds as I have not replaced them yet from UniWarS. @Synthpopalooza - I did the TIA sounds myself; however I did use your 'frame counts' which gave me a little head start on how long each note needs to be. I've learned a lot since Doing Pac-Man Collection 40th anniversary; I believe I got the sounds there quite close as well. Also, I just discovered you can slow videos on YouTube to 25%. That helps a *lot* when figuring out what sounds to use.
  16. Wow - you guys sure know how to make someone feel appreciated! Thank you so much for those kind words... I'm glad that (most) people like what I do. You truly are the best! Thank you, thank you, thank you... Speaking of sounds, I've added some of both Pokey and TIA sounds. It should auto-detect a Pokey, but only on the real thing. Neither of the emulators I use (A7800, and sometimes ProSystem) detect it correctly, but it's the one I used for Pac320, so I know it works. If it finds the Pokey, it will play the 'coin drop' sound upon startup. Also, the game now states at the bottom of the screen "Pokey installed" or "Pokey not found" depending on if it detects it or not. I have yet to try this in the real thing, so if I copied some of the sounds over incorrectly, I don't know yet. Things I have left: - Finish sounds (both Pokey and Tia) - Apply alternate scoring for the Flagship when accompanied by escorts - Tweak flight patterns, difficulty, divebombing, and frequency of shots - Level indicator EDIT - I just found the arcade Galaxian commented disassembly This might help a little... Galaxian.A78 Galaxian.BIN
  17. Thanks, guys - you are all awesome... Thank you, thank you, thank you! Like I often say, you are too kind. @CPUWIZ - Not an accurate representation; I don't smoke. I'm in the middle of adding the Pokey sounds to the game; thank you @Synthpopalooza! Will be back soon...
  18. ...can't get the pokey to work right (trying the intro music). That only uses two tune entries, right? or am I missing something else? *EDIT - Nevermind - got it working *EDIT 2 - Gold looks MUCH better than yellow - thanks Defender_2600
  19. Thank you! I'll give gold a shot, and see about allowing the color of the ship to be selectable (but that one will be when some of the other stuff is done)
  20. Hey! Thanks for the feedback! Regarding your points: - Yes, the level indicator is not present yet (I did mention I needed to put that in) ...although it will most likely have to be at the top (along with the score) as if I extend the tiles at the bottom the enemies will 'disappear' when they reach that zone due to running out of maria time. - I've fixed the 'No boss Galaxian in tow'. That one was at least easy to take care of. - I don't seem to be getting this: It is correct that the boss Galaxian is currently only worth 150, as I haven't implemented the alternate scoring yet. I *do* get 350 as a score, from killing both red aliens (for 100 points each) and slamming into the boss Galaxian for 150 (giving 350) Are you sure that's not what is happening? Also, I need the top line for 1 and 2 player scores, along with the lives displays (and possibly the level counter).. That's why the high score isn't displayed there
  21. Yes, one of the things I need to do is tweak the difficulty (among other things). ...In the meantime, I need to find the piece of code that detects a Pokey... I know I had it at one point... 😕
  22. Hey! I'm actually using both palettes for each player (to be able to tell them apart when player simultaneous mode). The player two's ship looks very close to your 'updated' one, except they have a blue nose instead of a red one. Also, I'm reusing the first two enemy DL entries for each players ship, and that would be two less enemies that can attack the players (making it only up to 4 enemies at a time)
  23. Hi guys - I actually made the usb connecter in order to connect other controllers (like Paddles, etc.) as the two joystick ports are digital only (don't know how to incorporate paddle lines for the RPi or if it's even possible). Just mentioning it
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