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Posts posted by PacManPlus
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I just wanted to make a post here to thank you all again for the incredible honor of the 'Lifetime Achievement Award'. Like I told James when he first messaged me: I can think of so many people who deserve this award more than me, but I am so grateful for it.
This means so much to me, and I cannot thank all of you enough.
Just as a side note, I was helping my brother-in-law and sister move things into the storage unit up in northern Florida, that's why the U-Haul was behind us.
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Done (from my car)
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That... is... AMAZING!
I'm guessing the blue mountains are tiles and the rest are sprites?
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Yes, the same ROM has been released:
Regarding the Yamaha sound, The cartridge auto-detects it. There's a way to play it on the dragonfly (the ones that have the YM in it)... I forget off-hand if something needs to be done differently, but if a board is made that has the YM in it at it's default address, it will work.
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These versions do not use Pokey - They use (improved) TIA sound, or Yamaha sound if the cartridge detects it.
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Reeeeeaaaaallly looking forward to this
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Completed.
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@ZeroPage Homebrew Thank you for playing this game last night. I forgot how fun it was to make, and test. I wish you had made it farther into the game... There comes a point where the walls are even gone! (The ball wraps horizontally and vertically)
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Thank you! Just watched it... Some very cool games on that list! (and I don't mean mine )
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In Crystal Quest I actually *did* change the colors for PAL; although it looks like I may have chosen the wrong colors to map to.
Back then, I used to use 'sed' to remove the ';NTSC' and ';PAL' comment headers in the code below depending on what I was building. (Now I just auto-detect and use a routine to add $10 to the color, with some exceptions):
Quote; COLOR DEFINITIONS
;NTSC BLACK = $00
;NTSC DKGREY = $04
;NTSC GREY = $08
;NTSC LTGREY = $0C
;NTSC WHITE = $0F;NTSC YELLOW = $1C
;NTSC GOLD = $2C
;NTSC ORANGE = $3C;NTSC DKDKRED = $30
;NTSC DKRED = $34
;NTSC RED = $38
;NTSC LTRED = $3C;NTSC DKDKPINK = $50
;NTSC DKPINK = $54
;NTSC PINK = $58
;NTSC LTPINK = $5C;NTSC DKDKPURPLE = $60
;NTSC DKPURPLE = $64
;NTSC PURPLE = $68
;NTSC LTPURPLE = $6C;NTSC DKDKBLUE = $80
;NTSC DKBLUE = $84
;NTSC BLUE = $88
;NTSC LTBLUE = $8C;NTSC TEAL = $A8
;NTSC DKDKAQUA = $A0
;NTSC DKAQUA = $A4
;NTSC AQUA = $A8
;NTSC LTAQUA = $AC;NTSC DKDKGREEN = $C0
;NTSC DKGREEN = $C4
;NTSC GREEN = $C8
;NTSC LTGREEN = $CC;NTSC DKDKBROWN = $F6;$F0
;NTSC DKBROWN = $F9;$F4
;NTSC BROWN = $FC;$F8
;NTSC LTBROWN = $FF;$FC
;PAL BLACK = $00
;PAL LTPINK = $5E
;PAL WHITE = $0E
;PAL PINK = $57
;PAL GREEN = $D4
;PAL PURPLE = $63
;PAL DKPURPLE = $60
;PAL BLUE = $96
;PAL YELLOW = $2E
;PAL LTBLUE = $AE
;PAL DKBLUE = $82
;PAL BROWN = $26
;PAL LTGREEN = $DC
;PAL LTBROWN = $24
;PAL GOLD = $2A
;PAL HOTPINK = $54
;PAL ORANGE = $3A
;PAL AQUA = $BB
;PAL DKDKRED = $40
;PAL DKRED = $44
;PAL RED = $48
;PAL LTRED = $4C
;PAL DKGREEN = $D2
;PAL DKDKGREEN = $D0
;PAL DKBROWN = $22
;PAL DKDKBROWN = $20
;PAL GREY = $06
;PAL TEAL = $A8
;PAL LTPURPLE = $6A
;PAL LTAQUA = $BF
;PAL LTGREY = $0C
;PAL DKDKBLUE = $80
;PAL DKAQUA = $B4- 2
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Thank you!
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1. I believe I posted the code somewhere to detect the HSC, but here it is:
; THIS ROUTINE CHECKS FOR THE EXISTENCE OF THE HIGH SCORE CART HSCEXIST LDX #$00 ;INITIALIZE TO ZERO LDA $3900 ;SEE IF HI SCORE CART IS THERE CMP #$C6 BNE HSCEXIT LDA $3904 CMP #$FE BNE HSCEXIT INX HSCEXIT STX HSCHERE RTS
2. It does not; it needs to be accessed only by the HSC routines, to avoid corruption of the HSC.
3. First post has been updated.
4. No, you cannot.
I hope this helps,
Bob
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Done.
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I can vouch for '7800heat' - it has helped me in quite a few instances where I needed to see how much time a set of commands took.
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Done
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Thank you!
Actually, that wasn't a consideration as I hadn't even looked at the update to that game. I'll check it out and if it makes sense for me to use some features from it, I will.
Bob
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Yes
...and thank you so much for the kind words.
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Trebor said:
Whether it is points from being zapped or the remaining eyes after munching the monsters, if they enter into the square area 'loop' they do not leave it.
Yep...
With all of these weird maze shapes, and odd placements of the monster's pen, this is going to happen quite a bit. It will happen with the 'eyes' too.
Unless they've drastically changed the path finding algorithm in the arcade version, it would most likely happen there too.
It's because of how direction are chosen. The 'destination' in that case is the center and top of the monster's pen. Let's take both cases (Clockwise and Counter-clockwise) separately:
- Clockwise: The '250' comes down on the right side of that loop. It needs to go down-left to get to the pen. It can only go left (not down) so it goes left instead of right where there is an opening. Then, as it passes the horizontal destination tile and comes up the left side of the loop, it will want to go right as going left will take it farther away from one of the destination tile's coordinates (horizontal position). And so it repeats.
- Counter Clockwise: The '250' comes down on the left side of that loop, and moves right. The first intersection it gets to is the one that allows it to go up or right. Since it has already passed the target tile both horizontally and vertically, both directions will take it farther away. This is where the 'reverse priority' takes effect. When two directions are equal-distant from the target tile (as in this case), it will choose one of the directions in this order: Up, Left, Down, and Right. Being that 'up' is first on that list, it goes up, then left at the next intersection, then repeats. Because of how the X,Y positions are used, the target tile is actually two tiles above the monster's pen (i.e. the bottom of the maze piece), and the 'left' side of the pen entrance.
Please note, this is also why the 'hiding spot' works in original Pac-Man. Using 'Blinky' as an example: If Blinky is moving left to right directly under the player who is in the hiding spot, he can't go up where the player is due to maze restrictions. So once he passes the player, he will take the first turn that doesn't keep him moving farther away from the target tile (the player)... Which is down. Even though there is a turn just after that which will make him go up and get to the player:
Because Blinky has already passed one of the target positions (horizontally) he will take the first turn that will turn him around (the yellow square) instead of the red square that would bring him closer to the target. That keeps him in a loop around the lower 'T' in the maze.
The only thing I can really do is make an extra opening in the maze, which I have done. Included here.
Thanks,
Bob
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Update:
- Added the 'Zap' sound when a monster gets zapped
- When moving through the vertical tunnels, the maze now snaps to the opposite end of the maze (instead of slowly scrolling). This is needed with some of these mazes.
Hope you all like. This was just a pit stop from my other projects. I'll be trying to comment the 2600 Stargate disassembly so I can study it for my 7800 Defender port.
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Hello all:
Here's the 'Energy Drink' Pac-Man. A few notes:
- The fruit now appears and disappears (like the arcade version) instead of coming in and out of the side tunnel like in Ms. Pac-Man.
- I think I still need to add the 'zap' sound when a monster gets zapped by the 'energized' player.
- As mentioned above, each fruit contains this power (a 'la Pac-Man Plus), instead of a specialized fruit.
- I left the maze that spelled 'Red', as that is just a color. I changed the maze that spelled 'Bull' to 'Bob'. (Red Bob?)
- I removed the Red Bull 'Truck' and just replaced it with more maze.
- There are 16 different mazes, which repeat the cycle after going through them all.
- The player turns white/grey after being energized by the fruit, instead of having a 'static halo' around it.
- Also, there is no indicator of the 'energy' wearing off. From what I can tell, there is no indicator in the arcade version either.
- It is only Pac-Man, and it is only TIA Sound. As I mentioned, this means it can be put on a 'standard' 48K cart.
- When energized, do not sit directly above the monster pen; you will die.
Enjoy!
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15 hours ago, Pat Brady said:
Where is the download?
Soon. I just want to make the changes I mentioned in my last post.
Thank you!
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LOL!
Thanks, guys.
QuoteSo, PMC 40TH ARBSE?
No - I actually ripped all of the other code out, as I needed the space for the non-symmetrical mazes. So this is just Red Bull Pac-Man with TIA sound. On the positive side, it now fits on a standard cart board (i.e. no bankswitching).
QuoteWow I didn't think I'd want another Pac-Man game, but I definitely want this.
I know. I've been hesitant to post any of the last few (i.e. the 'Short Maze' version of PMC 40th) because of this. I made the Red Bull one for me, as I don't see the actual machine *anywhere*. I ended up posting it, because I'm sure everyone can make up their own minds; if you want it, it's here. If not, then just don't download it.
QuoteJust make sure that nobody spells "Red Bull" as one word
You ain't kidding... Along those lines...
Here are my proposed changes that will differentiate this from 'Red Bull' (to avoid anything legal):
- Make the fruit have the same effect as the Red Bull can (a'la PacMan Plus) instead of a 'specialized' fruit. Make the 'Cola Can' be the first fruit as well for obvious reasons.
- Change the 'Red Bull' maze to say something else.
- Remove the 'Red Bull' truck found in a few mazes, and replace with something else.
- I guess it should be called 'Energy Drink Pac-Man'?
- Change the player silver instead of the -static energy- from the Red Bull that surrounds the player.
Any issues?
NOTE: I noticed that in the arcade game after the player 'energizes' with Red Bull, he/she zaps any monster that is in the same corridor as them, no matter how far away, providing there isn't a wall in between the two. This has been kept, although I replace the monster sprite with the '250' point indicator (instead of the eyes) that go back to the monster pen. I like this. The arcade game just made the 250 point indicator go off the side of the screen.
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16 minutes ago, Defender_2600 said:
I think he's referring to the total number of colors on screen, including background color, so 6+1 for 320B and 8+1 for 320A and 320C.
Ah - thank you... I've got 320B mode stuck in my head 😕
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Thank you - you guys are awesome...
in Atari 7800
Posted
Thanks guys - you are too kind.
LMAO! I LOVE that idea - if I'm ever interviewed again by @ZeroPage Homebrew, I'll need to remember to do that
LOL!!!