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tep392

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Everything posted by tep392

  1. Have you tried it? Should start from the menu and game over screens by pressing fire.
  2. I don't see any edit button in my original post. Just report, multiquote and quote.
  3. Cool. I never saw what you had done with the 5200 version. Maybe I can convert mine to work on the 5200 after it's finished.
  4. How about we try this. Could a PAL user run colors.exe found here http://www.atariage....ost__p__2422356 and tell me which squares best match the ghost, maze, and fruit colors. I'm using the attached arcade image for reference. I need the luminance# (0-15 from left to right) and hue (0-15 from top to bottom) for each color. These are the definitions I'm currently using. ;NTSC COLORS NYELLOW = $2e ;Pac NWHITE = $0e ;letters NBLUE = $82 ;walls NGREEN = $b8 ;strawberry, orange stem NRED = $42 ;Blinky NBROWN = $fa ;cherry, apple stem, bear NCYAN = $98 ;Inky NPINK = $5a ;Pinky NORANGE = $2A ;FRUIT, ORANGE NCHERRY = $34 ;CHERRY,APPLE,STRAWBERY NMSTEM = $96 ;blue for MELLON,GALAXIAN,BELL,KEY NBELL = $EC ;YELLOW FOR GALAXIAN, BELL NGOLD = $F8 ;Clyde NDOTS = $3E ;dots ;PAL COLORS PYELLOW = $1e ;pac PWHITE = $0e ;letters PBLUE = $72 ;walls PGREEN = $b8 ;strawberry, orange stem PRED = $32 ;Blinky PBROWN = $fa ;cherry, apple stem, bear PCYAN = $88 ;Inky PPINK = $4a ;Pinky PORANGE = $1A ;FRUIT ORANGE PCHERRY = $24 ;CHERRY,APPLE,STRAWBERY PMSTEM = $86 ;BLUE FOR MELLON,GALAXIAN,BELL,KEY PBELL = $EC ;YELLOW FOR GALAXIAN, BELL PGOLD = $F8 ;Clyde PDOTS = $2E ;dots The only problem with doing this is that computer and monitor calibrations could be off.
  5. Thanks. I guess it's time to take the cheat out. I'm struggling a bit with Clydes color. Looks orange in Atari800win but green on my CRT. I've adjusted the trim pot on my 800XL using the SALT cart but still looks greenish. Not sure how to get a correct orange color when I'm not confident in accuracy of the emulator or my CRT. I have no way to verify PAL in hardware so I'm going to need some help from the PAL users to get a good orange.
  6. Your right. I think they are more of a flesh tone in the arcade game. I'll adjust that on the next version.
  7. Yes, the OS has been disabled. The whole vertical blank interval is available for your code.
  8. Hello again. Here's my latest update. I've added the high score, updated fruit sprites/colors and fixed the reported bugs. Thanks to MrFish for his work on the fruit sprites and text font! As usual let me know if you find any bugs. My next update will be the addition of the attract mode screen with animations. pacmanv5.xex
  9. Something I thought for Pac-Mania: Your point 2), instead of turning Blue they will tun into their darkest luminance: Red turn into Dark Red and so on... I get it now! Thanks for the suggestion, but I'll leave them blue to keep in the spirit of this conversion. I will adjust the blue maze and monster luminances to be more like the arcade though. I'm going to sit down later with the color chart on my CRT and the game running in MAME to pick the best colors. I'm running in NTSC so I'll need to adjust for PAL later. Is there a formula for NTSC <-> PAL colors?
  10. Thanks Jose. Your suggestion is clear. But when do they get darker? There are two color modes during game play. 1) normal - red,pink,cyan,gold 2) scared (energizer eaten) - blue If they are getting darker during gameplay, then there might be a bug that I'm not aware of.
  11. I'm sorry Jose, but I'm struggling to understand your english. Are you suggesting that I change the luminance of the monsters to 2 when they are not in scatter (blue) mode? Who is "the coder"? O.k. as you don't seem to understand I try again. 'Coder': the man that does the coding. Walls are PF2 and their colour it's 8,2. Each ghost it's a Player (P0->P3) and has it's own colour (Pink, red, yellow and Blue): When you have the possibility to eat the ghosts then eachone is still using a Player (P0->P3) and they turn to darker. It's here that their darker it's the same as the Walls PF2: You would put the dark ghosts luminance in 2 or 4 or whatever you want but in the dark luminance of their colour (Pink ghost would be Dark pink, red into dark red and so on to the other two). You're changing colour/luminance of the Players so why have them the same colour and luminance as the walls. Now if you see other versions: ARCADE: ghosts turn into a darker Blue but not the same luminance as the Walls: http://www.youtube.com/watch?v=uswzriFIf_k MS PAC-MAN Atari 5200: ghosts turn into dark Blue but different from Walls colours: http://www.youtube.com/watch?v=HRX1xjjhQkg They are dark Blue but never the same as the Walls colours. The ghosts be their colour in a darker luminance was an idea that I had in my gfxs conversion for the A8 version of Pac-Mania. (P.s.- The 'coder' of the original version choose exactly the same Dark Blue that it's in the Walls when Atari has so many dark luminances and colours) I know what a 'coder' is. We usually call them programmers. What I was asking is WHO you were talking about. Seems it was the original Atari programmers. What I don't understand is the point of your suggestion. It gets lost because you over explain. Just say "I think the ghosts would look better with a luminance of 6", if that's what you are suggesting. Or, summarize your point at the end so it's clear to the reader. This is just a suggestion, and please don't take it as criticizm of you. I undertand that english is not your native language. I make plenty of mistake in grammer and spelling, so I'm not really one to talk either. Cheers, Perry
  12. I'm sorry Jose, but I'm struggling to understand your english. Are you suggesting that I change the luminance of the monsters to 2 when they are not in scatter (blue) mode? Who is "the coder"?
  13. That was my original goal, but not for any particular reason. I was just looking at it as a challenge. I wanted this to be something Atari could have made with the standard 16k carts being used at the time. Adding the splash screen will push it well over 16k and require a cart with bank switching. My intention has always been to put this on a Maxflash cart so that I can save the high score, so going over 16k won't be a problem. I'll also make an xex available that will require a 48k machine to run.
  14. Thanks for the feedback. No offense taken as I appreciate the help finding bugs and any suggestions as well. - I will look at delay and no sound (no wacka-wacka right?) for eating the energizer - Color needs work as I stated earlier in the thread. - I'll also add the splash screen if MrFish can whip up an executible for me. Good idea. - Havn't seen any lockups on two player mode. I'll have to dig into that one. - For the delay when Pac dies are you talking about when the monsters disapear and he's facing up with mouth open? This is the same sequence as in the arcade version. My timing may not be exactly the same though as I didn't try to measure it. I attached a short video of it running on MAME. - Can't do anything about the flicker when more than four players are on the same line. It's inherent in how the engine works and I'm not going to make any major changes to it. - 2nd intermission snag effect should look similar to the arcade as well. I have a little less resolution to work with so it won't be exact. - The third intermission should repeat after if first occurs with the Galaxian level. Did it not? - As for jerky movement I might be able to use smoother speeds on the 1st intermission if it doesn't through off the timing too much. I'll have to look at it. The jerkiness at some speeds is due to the fact that I can only move an integral number pixel at a time, at 50/60 hz, and the resolution is low. There are a wide range of speeds during gameplay and some are smoother than others. For example, you might have Pac moving at 1,1,1,1 and a monster moving at 1,1,1,2. The monster will look a little jerky because of the extra pixel moved every 4th frame. I will look at tweaking the intermission speeds a bit to try and minimize it. I won't touch the in game speeds because I wan't them identical to the arcade version so game play isn't affected. MVI_0522.zip
  15. I noticed the same thing occurring multiple times under emulation Thanks! I found the problem and will correct it in the next update.
  16. Same here. Having just upgraded from a 2600, the graphics looked incredible. The explosions made my jaw drop.
  17. What about trying to have Eyes one pixel Black on the ghosts also during the game? Actually, I had already done this last week and sent it to Tep. Here you go though... with the arcade hi-res score and some ideas for the edibles as well. Also, here's some slight changes to the Info screen. Fixed some errors in the hi-res lettering and changed the low-res "W" and "K" to be closer to the style of their hi-res counterparts. I like the layout of the info screen and will be implementing your fruit in the near future, but the eyes are going to be a problem in gameplay. The monsters and pac are multiplexed, single color players and the eyes are done with the missiles. Each monster uses one 2 pixel wide missile at 4x width, so each missile pixel is as wide as 4 player pixels. It's basically a rectangle, as wide as the player, that sits behind the player and shows through the eyes. This is why I can't alter the outline of the monsters as you have. The eye color shows at the left and right edges. Doing what you have shown is going to take a major rewrite of the code and that is beyond the scope of this project. I really appreciate your input though. I could still use some help refining the colors to better match the arcade game. Does anyone have a color chart program that I can run in hardware to evalute on my monitor? The colors in Atari800win don't look very accurate.
  18. Looks nice MrFish, but I'm trying to go for arcade original, like this. No title needed. That would work nice on a cartridge label.
  19. Ok, I should have the bug fixed with the Pac death sequence. Just a typo. Hate it when I leave out a # out of an immediate mode instruction. Next step is to get the High Score added. pacmanv4.xex
  20. i took this picture with my camera. here is what i see when i die before pac man starts to melt. brenda That helps a lot. It shouldn't be hard to track that one down. Thanks.
  21. I think I fixed the bug with big Pac. Try this one out. pacmanv3.xex
  22. Does it happen consistently? It would help me a lot if you could tell me the conditions when it happens. Thanks.
  23. Thanks for the compliments! I really appreciate it. With version 2 I've fixed a few bugs and added joystick button start. The uneven monster movement on the bear level was a mistake I made with the speed constants. It should look smoother now. I also found a typo in the program which may be the cause of the corrupted sprites you see occasionally. I havn't seem them myself, so I don't know if it's really fixed. Please let me know if it's still happening. Perry pacmanv2.xex
  24. Ms. Pac-man did adjust the sound and colors for PAL but didn't adjust the speeds. I fixed it. The delay should be reasonably close to the arcade. I used MAME as a reference but didn't do any precise timing so I'm sure it's off. I'll tweak some of those things after I finish the bigger changes.
  25. It's been a while since I've updated this thread. I've been stalled a bit waiting for the XM to ship so I can fully test. In the mean time, Pac-man Prime has made an awsome label for the cart. Here's a sample.
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