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Posts posted by Trebor
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My 5200 emulator VSS is command line and works fine under XP with the help of vdmsound (http://sourceforge.net/projects/vdmsound/).You can get it here:
http://www.atarihq.com/danb/a5200.shtml
Dan
Thanks, Dan. You will always be Dan "The Man" Boris to me. Both your 5200 and 7800 emulators were what I used during my 95/98/"Embarassingly for a short time" ME days.
However, since 2000/XP I unfortunately stopped. Thankfully, much of your 7800 code made it into MESS, and I wished your 5200 code fared as well. However, I'm looking for a 'XP-Friendly' Atari 5200 Emulator that does not require the VDMS Application/Wrapper for sound support and has Command Line Support
Again I thank you though, and appreciate the reply.
All the Best,
Trebor
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It appears there is no really good 5200 emulator with Command Line support for XP. In respects to my two most desirable features - command line support and compatibility, MESS has the command line support, but its 5200 driver still needs a lot of work. I would love to use Atari 800 Win Plus. It's runs everything for the 5200 - Including Mr. Do's Castle beautifully - but does not have command line support.
I was hoping (the short lived) vsx was heading in that direction, but it seems to have been 'abandoned'.
Does anyone know, or has anyone perhaps created their own version of Atari 800 Win Plus with Command Line support?* Or is there an emulator I'm missing that has the compatiblity of Atari 800 Win Plus, with the easy of MESS' command line support?
Better yet, does anyone know of any future plans for Atari 800 Win Plus to "officially" add command line support?
Thanks for Reading,
Trebor
*Additional condition - I'm hoping there's a way for Atari 800 Win Plus also not to prompt for One or Two Chip cart selection. It appears selecting Two-Chip works for every Atari 5200 ROM that's thrown at it anyhow. Basically, I am just looking for:
C:>atari800winplus.exe anyrom.a52
or
C:>atari800winplus.exe anyrom.bin
By executing either line, it would launch and run any 5200 ROM, with no additional menus, pop-ups, or other settings needing to be adjusted after the command is executed (Naturally, all emulator settings were set beforehand - Again, similar to the way MESS operates).
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Here is the C64 Ocean's port. It includes all four levels, and almost arcade-imitated perfect animations. And yes, I also side with it being the best port. The first released port on the C64 distorted the graphics to fit the screen, and plays a little too slow. The A800 port I would vote second best.
Commodore 64 - Ocean Port
However, screenshots only do so much. Post the screenshot of the NES port - and it looks the closest and many would vote for that being the best. Ditto with the Atari 7800 port. You need to *play* the ports to decide.
For me, missing levels automatically throws the port to the bottom of the list. The game is not complete then. It would be similar to a Ms. Pac-Man port which jumps from the Cherry/Strawberry mazes directly to the Pear/Banana mazes. Or how about Joust without an Egg Wave? Or Popeye missing the musical note level? To me, leaving out a level or many levels really dampens the original spirit of the Arcade game. The port may still be a great game, just not a great port.
As for the A800 port, what really hampers it is that Mario moves way too fast. The game overall is sped up a bit as well. It makes a great game, but drives it further away from being a best port when compared to the arcade original. The Ocean version on the C64 does not do that.
Shannon posted a strong argument as to why the A800 port is better. Shannon feels the C64 Ocean port did not "feel" right. However, my reasoning for why I feel the A800 port falls to second place is for the same exact reasons...lol (The A800 plays too fast - Especially Mario's pace).
Nonetheless, what we can agree on is that there are some great ports out there. Regardless of your personal preference, I would strongly recommend everyone try all the ports. In all honesty though, I was really *blown away* by the Ocean port on the C64. I believe it is that good. At the very least, give it a try, as well as the A800 port. You'll be glad that you did
-Trebor
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One little thing...Your thurst "fumes"/rocket "fumes" still has color.
-Trebor
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I'll have to second the "Wow"! It was my literal expression when I played it. It sounds fantastic. I really wish Pokey sound was standard on all of the 7800 games. It makes such a great difference.
Not to overlook all the other additions to the release, either. Great stuff all around. Keep up the fantastic work!
-Trebor
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Any chance of posting one with a header (*.a78 file)? Please
-Trebor
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Wow. Now *that* is cool. I know "No Promises!", however, it's great to see an actual binary doing something.
I must agree with earlier comments by supercat. The first screen is actually very well done. Graphically, what has always bothered me is not so much Donkey Kong, but Pauline. To this day, when I look at her, she appears as a creature rather than a person. Mario, on the other hand, I always believe looks very well done.
Adding one, or better yet the two missing boards would be fantastic! What blew me away with the Vic-20 version was the inclusion of all boards and the "How High Can You Climb?" screen(s) [Although the graphics were quite impressive too]. Nonetheless, if someone could just include the other two boards with no other improvements, I believe the game would really shine, and turn around a lot of the negative comments/opinions about the 2600 version.
And yes, once again, I must agree with supercat. The gameplay on the rivet board is weak. It could definitely use some improvements. However, I would prefer to see the addition of the two missing boards over improving what is already there (Then again, I would love to have my cake and eat it too)! Seeing the additional boards added *and* improving what is already present would be a dream come true.
-Trebor
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http://www.classicgaming.com/tmk/dk-vic20.shtml
I was playing this just the other day. I must say quite shock to find: "How High You Can Climb?" and Pie Level screens. Not only that but it plays very well too. Really a well done port for such a limited system.
Nonetheless, I couldn't help but make the comparison to the 2600 - The graphics seem doable - although the mem size of 64kb - just a 'tad' too much for 2600. Anyhow, I'm still bothered by DK crummy port to the 2600, - and quite annoyed that so many ports (Even the 7800 and NES) lack the "How High You Can Climb" and Pie/Cement parts.
-Trebor
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The 5200 is hands down the best system for classic arcade ports....that is until all these compilations started coming out like Midway Treasures and stuff. Some games are unbelievably close to their arcade counterparts, most notably in the gameplay department, and suffering only graphically, and sometimes not even that.IMO of course. You have to right that or the 7800 fanboys get their panties in a bunch.
I am not a Atari 7800 fanboy, nonetheless, the 7800 version of both Dig Dug and Joust is better than their 5200 counterparts.
Some may make the same argument for the 7800 versions of Ms. Pac-Man or/and Centipede (Centipede being the weaker of the two - since the 5200 has the track-ball support). At least I can see the possibility of some considering the 5200 version to be better than the 7800 versions with those two games.
However in your unbiased, honest opinion say Dig Dug and Joust is better on the 5200? IMHO (To cover the 5200 fanboy flames), both games on the 7800 are superior. I'm not trying to start an argument or flame war, but those two titles just clearly shine much more like the Arcade on the 7800.
Just my 2 cents,
Trebor
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Here's my take on the fixed up ghosts and Pac-Man for Bob's Pac-Man and the Original Ms. Pac-Man for the 7800.Hi Danno,
Could you please provide *.a78 files as well? MESS will not load 7800 images unless they have the header(s).
Thanks,
Trebor
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Excellent! Ghost Monsters look *much* better. Any chance these Ghost Monsters changes making it into Pac-Man?
-Trebot
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IMHO, the music sounds good - But a bit too loud when played under MESS and compared with other Atari 7800 games. I had to reduce my volume between 25-50% to have it at 'comfortable' levels.
In the Arcade, Frogger's opening music/start of game would play loud, as well as completion of level/start of new level music. However, the rest of music while in-game/level plays much lower, and sound effects (As in the already implemented Frogger leaping) should 'overpower' the music.
-Trebor
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Here is the link to the site...2004/2005 Atari 7800 Homebrewerpalooza Contest.
One the site he mentions...
This contest will involve any type of game you wish to create. An original game, a hack, a port, anything. Can you hack Centipede into Millipede? Make Double Dragon a better game?If this will be your first experience programming on the 7800,we strongly encourage a hack, and it will be taken into consideration if this is your first project on the 7800.I'd recommend submitting it. You have until June 6th as a deadline.
I couldn't agree more. This "hack" deserves respect and recognizition. It isn't "just" a change Ms. Pac-Man to Pac-Man sprite hack - Not that I could even do that - Nonetheless, this is its own game. I just got thru with the latest version - Happy to see the 'speed' was left as is - and it is perfect.
I'm out of any other words to describe this piece of work. It is just perfect. A better Pac-Man for the 7800 couldn't be created. It is arcade-like with it's very own 7800 flavor. Really is a perfect port for the 7800.
-Trebor
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Excellent. Exactly what I wanted too...but it's not my hack. Glad to see you went back to the 'smoothness' route.
-Trebor
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I would rather keep the speed the same as 7800 Ms. Pac-Man with smooth animation, than have the correct speedAgreed. Addtionially, in the spirit of Ms. Pac-Man, I wouldn't (personally) 'mess' with the speed. I believe it is actually one of the 'distinguishing' characteristics of Ms. Pac-Man on the 7800. I never gave it any consideration or thought that the speed of Ms. Pac-Man was too fast or didn't slow down while eating dots. Nonetheless, the fun and overall gameplay experience is unaffected. I believe I speak for many, when I say it is their favorite classic console port of Ms. Pac-Man.
My only gripe about Ms. Pac-Man concerning gameplay was the number of lives you started at the beginning of each game. Which was addressed in Pac-Man by toggling the difficulty switch. However, both A & B settings are used in Pac-Man already. So using difficulty switch settings which toggle Pac-Man's speed is out...Right? Although in 'fairness', I guess the same settings which reduce the number of lives can also make Pac-Man slow down when eating dots. You can call that setting the 'More Challenging' setting. While the opposite setting leaves the lives and speed of Pac-Man unaltered.
I tried the new version you posted. Personally, I don't like it. I perferred it the way it was before. However, again in fairness, the 'jerkiness' is not that bad. On the other hand, I do agree with Jeff. The ghost catch up *way* to quickly to you. Especially considering this is only the first board.
-Trebor
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Wow - I mean *really* wow. Everything look and plays beautifully. Including the great work you've done with the Intermissions. Just excellent, PacManPlus! Thank you, thank you, thank you, for sharing and allowing us to play this fantastic "hack" (Even though it doesn't even appear as one). This game really shines.
-Trebor
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Fantastic work, Kenfused! The graphics and the sound are superb! I really appreciate the work you are putting into this. Keep up the great job!
-Trebor
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That was my thought(s) exactly. Anything anyone has does with any game - Any hack - Is a heck of a lot more than I have done or can do. However, some hacks are just so much more impressive than others, IMHO.
Quite frankly, this appears as more of its "own game" then a hack of another. Really, an impressive job. Excellent work, PacManPlus!
-Trebor
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The point value displayed was kept diagonal because it won't fit straight across. We only have 8 bits to work with to fit a three/four digit number bitmap in. When I was doing Pac Man Plus on the 5200, we had 16 bits to work with. I think we are stuck with what we have as far as the displayed point value when you eat a monster / fruit.Thanks. The above answered exactly what I was inquiring about. I'm sorry my question was a little confusing.
No need to thank me(us) for feedback. I'm grateful for the hack and even more so for your graciousness in providing it to us, and your willingness and friendliness in considering and answering the post concerning your hack.
Thanks again, PacmanPlus! You're doing outstanding work!
-Trebor
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As far as the score font, the reason why I kept it the same (I actually did start to try and change it) is because it's only 1 sprite wide (which is why the numbers are bunched together like that). When I did Pac Plus on the 5200, it was actually two characters wide so you can make it look correct. So I'm stuck with that. :-/I'm curious if this relates to the player score on top as well as the points displayed on the maze field. When you chomp a monster or fruit on the playfield, the points awarded display horizontally instead of diagonally in Pac-Man. Currently in your hack they're still displaying diagonally.
Is there anyway of retaining font size and one character space, while repositioning diagonal points to display as horizontal?
-Trebor
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OKHere is my first WIP bin - please note the following 'known issues':
1) Please ignore the intermissions (for now), they are all messed up.
2) The color of the later fruit on the bottom of the screen (from the Galaxian forward...) is wrong. There's a chance it might have to stay that way... In the display lists, you are only allowed 7 colors (and all 7 are being used for the first bunch of fruits).
3) Sound has not been changed yet
4) Death Animation has not been changed yet - I can use the 'Pac-Man' bitmaps (seen in the intermissions) for them.
5) Monsters can still go up above the monster pen and Pac starting point - another tough one

If you try this under a CC2, you must use the 78QUICK mode... For some reason, even though I downloaded the 78SIGN program from Dan Boris' site (makes a correct signature key) it still doesn't work on the real thing (unless you use the 78QUICK mode).
Let me know what you think!
Excellent! I love it. Even with the above issues. It is so *cool* to have Pac-Man on the 7800. Maze looks great, and I like the look of Pac-Man himself. Keep up the great work PacMan Plus!
Just a few suggestions/inquiries:
-The outline of "Pac-Man" during the Intro, possibly a dark blue instead of the typical Ms. Pac-Man pink.
-Is there anyway of changing the colors on the ghost monsters? Pinky's 'pink' always seems a bit to bright as does Inky's Green. Is it possible to "dull" those colors slightly? Inky also appears more like a Sea-Green in the 7800 version as compared to the Arcade's more Tourquiose (sp?) look. IMHO, he should be a little more 'blue'.
-Another 'minor' issue I have with the Ghost is how 'tiny' their 'feet' are made. The ghost always appear to block/blob-ish IMHO. Can their 'bottoms' have more definition? (Boy does that *not* sound right...lol)
-Is it possible to adjust the number of lives you start with as well? I believe GCC was a bit to generous with the number of lives at the start of the game. I would cut the lives back by two.
-Finally is there anyway of changing the font with the score(s)? Can the score(s) be made "taller"/"longer"?
Again, just inquiring/suggesting - minor stuff (Yeah, riiighht). I know you still have your list of major things to address. :-)
Nonetheless, great work PacManPlus! I appreciate your generosity.
-Trebor
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Interesting A.I. & Gameplay Info here:
http://www.atarimagazines.com/cva/v1n2/qbert.php
Some points to note-
Red Balls:
-...instead of bouncing southwest down the face of the pyramid for six straight bounces, a ball will more likely bounce southwest once, southeast twice, southwest twice, southeast once. And the balls almost never bounce straight down along the edge of the pyramid and onto the corner squares. That means that they most often bounce around the center of the playfield, so you are usually safe from them in or near the lower corners.
Coily:
-If he is three squares or more away from you, he generally won't follow.
-You move faster than Coily...
Ugg and Wrong-Way:
-...on the third round. That is when Ugg and Wrong-way appear.
-Notice that the red balls don't appear during the third round. In general, if Ugg and Wrong-way are on the screen, you don't have to worry about the balls, and vice versa. You don't have to deal with both sets of dangers at the same time until much later in the game.
-...several Uggs and several Wrong-ways can patrol the pyramid simultaneously.
Sam and Slick:
-They seem to appear when you are about two squares away from completing a rack.
-Even though you are slightly faster than they are, Sam and Slick are slippery. If you try to jump on them from below, while they are jumping toward you, you can "jump through" them, and miss them entirely.
Levels:
Q*bert features nine levels, with four rounds (or racks) on each level. The first five levels demonstrate your five basic goals:
Level 1: Hop on a square once to change it to its target color.
Level 2: Hop on a square once to change it to its intermediate color, hop off, and hop back on to change it to its target color.
Level 3: Hopping on a square once will change it to the proper color, but if you hop on that square again, it changes back to the original color.
Level 4: Like Level 2, you must hop on each square twice. But if you return to a completed square, it returns to the intermediate color.
Level 5: Again, this is like Level 2, but returning to a completed square changes the color back to the original color. That means that you must start all over on that square. (Levels 6, 7, 8 and 9 are like Level 5, only faster.)
I hope this helps with any developments, kenfused. Great work! Thank you so much for working on this project and generously sharing it with us.
-Trebor
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You mean this:
http://www.klov.com/game_detail.php?letter=M&game_id=8783
It is in MAME in case your interested.
-Trebort
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Sure thing. I discovered that the Zellers version had added a few routines to deal with the stick in the unused areas, and they reduced the countdown timer by 2 in a couple of spots to save 4 scanlines.Or so they thought.
By bumping down the timer value, it caused the program to run out of time in a couple of instances (so the display jumps between 258 and 259 scanlines as you move the sprite).
I corrected the timer values so that it should stay at a steady 262, removed the background color, and added the small white platforms.
Excellent! Thank you.
-Trebor

Does the sun ever set in Sneak 'n Peek?
in Atari 2600
Posted
http://www.atariage.com/manual_html_page.h...wareLabelID=445
"...Sneak'n Peek is played in and around a spooky old house with a large yard
and three weird rooms. Each room, including the yard, is a separate scene:
- a living room
- a pink bedroom
- a blue bedroom
- the yard
Each scene contains up to five hiding places. That makes a total of twenty
hiding locations. Some of them are in really strange places, and some of
the locations can change depending on the level you select".
"...Sneak'n Peek Game Variations
Game 1
One Player Game
Fixed Hiding Places
Computer Hides
Game 2
Two Player Game
Fixed Hiding Places
Players Both Hide
Game 3
Two Player Game
Variable Hiding Places*
Players Both Hide
Game 4
Two Player Game
Fixed Hiding Places
Computer Hides
* 3 fixed hiding places and 2 variable hiding places. The 2 variable hiding
places can change from their standard positions to new positions in the same
scene. They change every time a player enters the scene to hide".
"...Diagrams of Hiding Places
(including direction required to enter each hiding place and whether it each
is a variable or fixed hiding place.)
Living Room
Under Blue Couch (up, fixed)
Behind Blue Couch (left, fixed)
Bottom of Room Left (down, fixed)
Bottom of Room Right (down, variable)
Corner of Room, Right-side of Couch (up, variable)
Blue Bedroom
Under Side of Pink Bed (up, fixed)
Under Foot of Pink Bed (up, fixed)
Left Side of Room Bottom (left, variable)
Right Side of Room (right, variable)
Closet Right Side (right, fixed)
Pink Bedroom
Under Side of Blue Bed (up, fixed)
Under Foot of Blue Bed (up, fixed)
Closet Left Side (left, fixed)
Room Floor Center Left (up, variable)
Room Floor Center Right (up, variable)
The Yard
Left Side of House (right, fixed)
Right Side of House (left, fixed)
Walkway (up, fixed)
Right of Front Door Under Windows (up, variable)
Right Side of Yard (right, variable)"
-Trebor