Jump to content

PacManPlus

Members
  • Content Count

    5,644
  • Joined

  • Days Won

    28

Everything posted by PacManPlus

  1. Hi Guys! Ok, I have my list of four bugs (the three listed above plus one I found): - Shot lagging behind the player when moving - (First Wave): Flying enemy shifting horizontal position when becoming one of the last 3 enemies (that's when I have it set to not fly back to the 'flock') - (First Wave): Last enemy kills player, player does not lose a life. - ...and one that I found I will try and have these done before tomorrow night's show. Thank you! Bob
  2. Thank you very much. I had fun working on this one.
  3. If *you're* missing an entire suit, I'm only playing with the two 'Joker' cards that everyone discards from a new deck.
  4. 2. I understand why they did it; it would get in the way of the diving 'mosquitos'. Notice on none of the other stages that the enemies share the same vertical position as the player(s). Only the first stage. 4. I was going to change it, but being OCD I like that the port is exactly 40 years from the original. Thank guys!
  5. Finally... RC1 is HERE!!!! Everything is code complete; everything from this point on is bug fixes. Let me know what you guys think, and of course if you find anything. Thanks, guys! Blob UniWarS.A78 UniWarS.BIN
  6. Hi Guys Thank you! Regarding the two button feature... that's actually what is supposed to happen now; you should be able to use either button to shoot (I do in the emulator)... are you saying that doesn't happen? Verified - can't believe I missed the first character. Already fixed. I also added the sound of the alien spearing the player. More to come...
  7. Updates: - Aliens are now 'spearing' the player's ship from below - Refined the 'bugs' level (level 3) movement; they now flow down and up like the arcade - Refined the first mosquito level (level 1) movement; they now move more from side to side when divebombing the player - Refined the difficulty levels - Added player shot and player explosion sound Things left: - The rest of the sounds. Binaries below - enjoy! UniWarS.A78 UniWarS.BIN
  8. Thank you!!!! Believe it or not, that's actually normal behavior. In Pac-Man / Plus, the monsters cannot go up directly above where the player starts. So, any mazes where 'up' is the only direction to go causes the monsters to go through the wall. This originally happened in Super ABC's Ultra PacMan (maze #3): This is the original maze - the one I had because I bought my kit early on: (Notice the area where the player starts) They must have seen that the monsters move through the walls to the left and right of the starting point (as did I), so later revisions had the maze slightly modified: I didn't want to limit the maze pieces even more than I already was (each section has specific maze pieces to pick from to keep from having dead ends, unpassable passages, etc.) So I just let it go. If someone were to make a random maze generator on the original Pac-Man hardware, and that exact maze that you had came up, the same thing would happen... so it's actually true to the arcade BTW, You'll notice this doesn't happen in Ms. Pac-Man. That same maze will not produce the same issue in Ms. Pac-Man variants as Ms. Pac-Man has that limitation removed. While we are on the subject, did you notice that on maze three of Ms. Pac-Man (the Pear, Banana, & first two random mazes), the monsters cannot go immediately downward when coming out of the side door? (Both on arcade hardware and this one). This is the same idea; any side doors that are only 1 maze section wide will cause the monsters to go straight. You will see this on any random maze that has a 'short' side door and a maze piece directly in front of it; the monsters will move through that maze piece: The green shows where the monsters will come out of the side door and continue moving straight though the box-like maze piece. Again, normal behavior. Basically, I'd rather see that than restrict the random maze placement more. Bob P.S.... all of the above is null and void if a monster is blue. They are allowed to go anywhere
  9. Update: Bugs Fixed: - (Local) High Score showing garbage - 'Auto Fire' for player two when playing two player simultaneous - Ghost player's ship (and ghost shot) when going back to 'select' or 'attract' mode Things Added: - Continuous dive-bomb (mosquito wave) when there are only a few enemies left on screen - More frequent dive-bombing (mosquito wave) - Added 'Bonus' enemy that wipes out aliens under player Things left: - Sound - Aliens 'spearing' the player's ship from below - Level Indicator - Refine 'bugs' level movement Updated BIN as soon as I add the aliens poking the ship.
  10. That looks like what is indeed happening, as the 'XM ENHANCED' logo wouldn't be there if it didn't 'detect' the XM/YAMAHA. Try this one, it's 'forced' to use the TIA sounds. PMC_XM.A78 PMC_XM.BIN
  11. Thanks James, Tanya, and everyone - that was fun! Here is the WIP, and I've written down the 4 (small) bugs found while playing... I'm just glad there were no *major* bugs found after the hurried work I did to get it ready UniWarS.A78 UniWarS.BIN
  12. BTW, thanks guys, for mentioning me to be in the interview list; I'd be honored to be a part of this. Thank you!
  13. Thanks guys! Feeling much better, I don't believe it was COVID, as I don't think it would have left that quickly (also Rose Mary didn't get any of this, thank God), so It was just some bug.
  14. Hi Guys - Was sick all weekend, so I didn't get to work on this like I wanted to. But, I did make some advancements in it. Basically, I just need to get the 'firebird' stage done and sounds, and that's it.
  15. I love you guys... really... I am just so appreciative of all the warmth I am shown here, it just makes me want to do more. You all (knowing or not) helped pull me through one of the *worst* periods of my life a few years ago, and I'm only now just starting to get the part of me that I lost back. Thank you, from the bottom of my heart, for all the kindness and backing that you have shown me. This is an awesome community we have here, and I hope to always be a part of it - because of all of you. *BTW, pretty soon (2022) will be my 20th year as a part of AtariAge. My God how time flies.
  16. New Pics: And as before, if the Yamaha is not enabled, that logo will not appear.
  17. Thank you so much for those kind words! I'm just glad people like what I do Happy Holidays!
  18. Holy Crap! My conversion of the firebirds from sprites to tiles worked first time! For those of you that program, you know how rare that is... Ok, now for the collision detection... There may be a Galaxian port in the future if this works out...
  19. Actually, I promised an exclusive to ZeroPage Homebrew first... I'll post it soon afterwards. Ah. Thank you for confirming my suspicions.
  20. Thank you! I'm actually currently rewriting the handling of the first level (the 'Firebirds'). I initially had them as all sprites (repeating the DL each line, as there are only 4 enemies in each zone), but that will prove difficult when they go to divebomb the player. From looking at the arcade game more, I have a feeling the 'flock' is all tiles, and when it's time to divebomb the player that tile is blanked out and a sprite replaces it. It also looks like there are only 8 sprites in that hardware, which makes me lean more toward the 'flock / tile' theory. It's the 'Galaxian' hardware, so I wonder if the same thing was done with Galaxian itself; the flock doesn't "spread out" like Galaga does once all enemies are in formation. I know Atari/GCC did Galaga as all sprites, but that's a whole different ballgame.
  21. Wow - thank you for those kind words! I'm just glad people like the result of what I really enjoy doing... I'm going to try to get back to Adventure III after the beginning of the year; I liked where that was heading. Thanks, Mitch *BTW, I don't have the Real Estate to replace 'XM' with 'Yamaha' on that title screen. Should I just do 'YM' instead?
  22. The ROM is downloadable in this very thread. This might be a good idea for visibility. Mods, could I either have permission to change the title of the first post or could you change it to "Pac-Man Collection - 40th Anniversary Edition"? Thank you!
×
×
  • Create New...