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PacManPlus

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Posts posted by PacManPlus

  1. Thanks guys - you are too kind. :)

     

    10 hours ago, RevEng said:

    While I know it wasn't intentional,  the best part of the show was you being interviewed in random places, so don't sweat that.  I'd like to see it continue as a running gag. :lol:

    LMAO!  I LOVE that idea - if I'm ever interviewed again by @ZeroPage Homebrew, I'll need to remember to do that :lol: 

     

    9 minutes ago, Muddyfunster said:

    Congratulations Bob!

     

     

    That was funny as hell and pretty neat. 

     

    Next year folks will need to up their game on acceptance speeches, you have set the bar high Bob :)

     

     

    LOL!!!

    • Like 4
  2. 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.

    • Like 3
  3. 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

     

    • Like 2
  4. 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

  5. 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:

    image.png.8b46604edb1deca4119bac3907e90949.png

     

    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

    PM_REDBL.A78 PM_REDBL.BIN

    • Like 11
  6. 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.

    PM_REDBL.A78 PM_REDBL.BIN

    • Like 10
    • Thanks 1
  7. 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. :evil: 

     

    Enjoy!

     

     

     

    PM_REDBL.A78 PM_REDBL.BIN

    • Like 12
    • Thanks 3
  8. LOL!

     

    Thanks, guys.

     

    Quote

    So, PMC 40TH ARBSE?

    :D 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).

     

    Quote

    :-o Wow :-o 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. :)  

     

    Quote

    Just make sure that nobody spells "Red Bull" as one word :D

    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.

    • Like 3
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