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  1. No, just to help, sometimes we think too many things at once.
  2. 320B (WM=1,RM1=1,RM0=0) 2 bits per pixel, 3 colors + background & transparent from 2 palettes 160B (WM=1,RM1=0,RM0=0) 4 bits per pixel, 12 colors + background/transparent from 2 palettes
  3. Thanks for the clarification and absolutely unnecessary apologies.
  4. Interesting. I didn't know that the 320B and 320C modes could be used in the same area, I always thought that the 320B mode could only be combined with the 320D mode.
  5. Most of the background animations you are seeing in the Nintendo Switch version are not feasible on NES and 7800. For the 7800 you could make a version similar to the NES version (see video below), you could use the 320D mode for the maze, dots, score and the 320B mode for sprites. Or, make it completely in 160A mode.
  6. That photo was made by Jinks:
  7. The motivation is clearly described in the picture, but it does not matter, now that picture is obsolete. In the current version, dithering for energizers, dots and ghost eyes has been eliminated. Currently, energizer and dots are single color like the arcade version and the eyes of the ghosts have just a subtle and imperceptible reflection in cartoon style. Anyway, I want to remember again that small imperfections for ghost eyes will be almost unnoticeable on real hardware and almost invisible on CRT TV. Indeed we must consider that the 7800 320 mode (320×240) shows square pixels with pixel aspect ratio 0.9 NTSC and 1.0 PAL (approximately 1.2 NTSC and 1.4 PAL on the NES with 256 horizontal pixels). Here is this new 7800 Pac-Man Collection 320 on CRT TV.
  8. Really impressive work SmittyB, I am happy to see this level of quality in a dungeon role-playing video game for Atari 7800. About twenty years ago, I loved Shining in the Darkness for Genesis, I remember while my brother was playing remembering the mazes instead I drew the maps and I would have liked to ask the developer of the game if I was cheating. I am finally testing your game and I see that your progress is incredible, really thank you for all your efforts and your dedication to this ambitious project. I still need to deepen but what I am seeing is already very refined and inspired. The only thing I would suggest is to consider replacing the white color of the menu, maybe with a dark gold / parchment color. I see that the white color of the menu literally illuminates the playing field at the expense of the dark atmosphere. In addition, the excessive contrast caused by the white color could become an eye discomfort during a long game session.
  9. The game displayed on CRT is amazing. High resolution, excellent sound and accurate gameplay almost confuse you while they give you the feeling of having the arcade cabinet at home. And to know that you are not playing under emulation (MAME included), but with real hardware manufactured in 1984, for me it makes the experience really fascinating. Thanks again for this 7800 wonder!
  10. I just want to add that this new version of Pac-Man Collection for Atari 7800 (see video above) displays the resolution of 320 horizontal pixels. Game type is split into 4 categories: - Pac-Man Series (Pac-Man, Hangly-Man, New Puck-X, Popeye Pac-Man, Ultra Pac-Man) - Ms. Pac-Man Series (Ms. Pac-Man, Ms. Pac-Plus Arcade, Ms. Pac-Attack) - Pac-Man Plus Series (Pac-Man Plus, Ms. Pac-Man Plus, Hangly-Man Plus, New Puck-X Plus, Ultra Pac-Man Plus) - Random Maze Series (Pac-Man Random Mazes, Ms. Pac-Man Random Mazes, Pac-Man Plus Random Mazes) - There are 8 selections for starting level.
  11. Nice surprise, Matt! Great job, accurate and fast, as usual. Congratulations to the whole team!
  12. Bob, I always thought that you deserve a page on Wikipedia.
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